Colly's Forum Posts

  • 3 posts

    > $33 / month

    That pricing is not even remotely crazy.<

    Now I know you're Wacky!

    There's other software out there that costs 5x this much monthly.<

    Oh, you are Waky alright! I can't dispute that since you've not provided any examples to support your statement.

    Regardless, I'll give you 4 of the largest engines that compete for market share with C3 that will support my argument and question yours; Godot, Unreal 5, Unity and GameMaker Studio. All use onboarding and revenue strategies that support customer base growth.

    And for everything there's free alternatives. Don't like it, don't buy it.

    I never said I didn't like it.

    But no I won't buy it at that price.

    I'll continue to use the free version of C3 for rapid proto-typing logic testing and use Unity for my main project.

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    I agree that the license is expensive. But what do you suggest? Making a "small hobbyist" license which is slightly less restrictive than the trial version and costs only $5 a month?

    No, I'd suggest scrapping the recurring hobbyist license altogether!

    Replace it with a free or one-time paid version with a percentage of revenue-based tiers.

    Explore ways to develop the education license with other value propositions and develop that revenue stream. Get that education base to become life advocates for your brand.

    Leverage those free or one-time licenses into a more popular and thriving ecosystem and asset development

    There's a reason the most popular game engines are the most popular. It's due to the low cost of entry and it leads to a larger user base. The free user base fuels the popularity, longevity and creative potential to become the business license base while the business license base fuels the revenue.

    The indie game dev market is changing. Expensive, recurring licenses do not lead to long-term growth. That's a SAS strategy from a decade or two back.

    If you are trying to promote growth based on a strategy that requires you to fill your sales funnel through expensive recurring licenses it won't work long term.

    Construct 3 is a great product but it's a crazy pricing structure for 2024.

    It's the #1 issue people have with C3.

    I've been searching for a game engine that I could get up and running with quickly. I thought I'd found it in Construct 3.

    However, the pricing model for this product is asinine.

    I'll be the first to admit I've struggled with coding and this has meant I've had very slow progress with my game dev exploits thus far.

    Given this pricing model I'm better off persevering with Unity or Gamemaker Studio 2 as both have decent visual scripting options, albeit not as intuitive as Construct.

    I won't justify $170 a year for a recurring "personal and hobbyist" license. And to market that to me with the "save 58% on monthly pricing" tag is just kick in the teeth as to just how crazy this model is. $33 / month!!!!

    I've had a successful career in business and marketing, I can't help but think this is a total own goal by the Construct team.

    This engine is perfect for wannabe game dev's who can't code but can understand logic in the way presented by Construct 3. But the subscription model is just so mid 2000's.

    I'm sure the owners of Construct would argue their model is due to being a small company and they need the revenue to fund growth. But this is small thinking - by a small company. A relatively small community is held back from growing by this crazy subscription policy.

    Furthermore, what's the justification for a difference in price between a "personal" license and what is effectively a "personal business license", a solopreneur? What exactly am I getting for the privilege of paying you $229 versus $170? Because I called myself "CollyGames" instead of just plain "Colly" I get to give you an extra $59 more. Wow. Genius marketing.

    It's asinine in the extreme. There's no added value to the customer. What idiot thought this made sense?

    After all, how many devs would publish a game under their name? The vast majority would register a business name.

    The whole thing just leaves a nasty taste and I can't help but think it's a missed opportunity to grow market share exponentially, especially given all the recent pricing upheaval in the industry, it just seems to compound the absurdity of this subscription model.

    Great product. Insane pricing model.

  • 3 posts