u/Ok_Ratio_3585

Start free to gain users, or start with paywall to get users that actually care about the product?

The classic early dilemma:

Do you make it free to remove friction and get users in the door?

or put up a paywall and force people to actually value what you built?

Free gets you volume, faster feedback, and momentum but a lot of those users don’t really care about the product and don't stick around.

Paywall gives you revenue and serious users who actually value/need the product and will give higher quality feedback.

So which actually matters more in the early stages?

Curious how people here approached this and what actually worked.

reddit.com
u/Ok_Ratio_3585 — 9 hours ago

Scope vs Polish -- i.e. more features vs more polish -- what actually ships a game?

At some point feels like every project hits this wall. You can keep adding mechanics, systems, content or you can lock the scope and make what’s already there feel really good.

Players always say they want more content but then they bounce instantly if the game feels janky. But a super polished shallow game doesn’t last long either.

So what actually matters more in the end -- depth of features or quality of execution?

i.e. more stuff in the game, or making what’s there actually feel good?

reddit.com
u/Ok_Ratio_3585 — 11 hours ago