But was this really the best way to handle this quite delicate question about perceived value?
Personally, I see 2 ways of handling the situation:
- Compare to similar games: Make a list of games similar to yours. List their prices. If your game falls inside the range, you have made the only point really needed for a customer. Of course only compare features... I wouldn't want to try to gauge quality.
- Ask the commenter for more details: see exactly WHY he thinks your game is not worth it. If you have the balls, keep it public. But I personally don't think it would be too much to ask for a private conversation. See why the commenter thinks your game is not worth the asking price. Ask him if he actually bought and played it. If yes, he might have valuable input about your games quality and faults. If not, he might have valuable input about your games marketing and storefront.
I would first go with option 2.
Personally I don't think it's a delicate question at all. There are 2 aspects here:
- People on the internet are seeing prices for entertainment forced down everywhere as a result of various forces - with games we have piracy, emulators, old games being re-released, bundles, mobile competitors, and increased supply generally.
- People now have the ability to comment and debate pricing, in the light of the above - and this adds a further downward pressure.
The first combination of problems, we can't do much about - but it will help if developers resist the urge to 'race to the bottom' and underprice everything.
The second problem reflects a fact that always existed - i.e. some group of people X think that product Y is not worth the price - but now they get to voice it out loud. Developers talking about the costs they incurred during development, and the relative value of other products available at a similar price, might sway some opinions here, reminding them that when product prices can't recoup product costs, they cease to be viable.
Asking for individual feedback seems pointless to me. Yes, data from users is fine. But individual bits of anecdata from cheapskates is rarely going to be worth much. A developer is rarely short of ideas or feedback on how their game could be better, and there are better sources to obtain it from.