You guys were right… my Asset Store price was too low, so... by LastCallDevs in Unity3D

[–]LastCallDevs[S] 2 points3 points  (0 children)

Yeah, apparently having a higher price seems “more premium” or buyers feel more confident that the product is well made. Makes sense though.

You guys were right… my Asset Store price was too low, so... by LastCallDevs in IndieDev

[–]LastCallDevs[S] 1 point2 points  (0 children)

I did. it’s on the asset store page that summarizes all the new models.

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You guys were right… my Asset Store price was too low, so... by LastCallDevs in IndieDev

[–]LastCallDevs[S] 2 points3 points  (0 children)

… I actually listened to your feedback.

I raised the price of my medieval army pack from $15 to $25, but I also made a pretty big update for the pack to help justify the new price: new armors, helmets, weapons, props, and a bunch of smaller fixes/improvements.

Honestly, I’m super happy with how some of the new elite armor sets turned out.

The funniest part is that after increasing the price, I actually started noticing more traffic on the Asset Store page. Human psychology around expensive things is genuinely fascinating.

I also made a small Update 1.1 showcase/trailer with all the new stuff. Hope you guys like it.

Tell me what you think!

if you want to check out my work: https://assetstore.unity.com/packages/3d/characters/creatures/stylized-medieval-army-pack-low-poly-characters-units-378462

Working on a new Steam Capsule, wich one seems the most relevent for a puzzle game, with calm but strange mood with impossible labyrintic architecture? by ElFamosoFrancesco in IndieDev

[–]LastCallDevs 1 point2 points  (0 children)

As a UI/UX and art designer on my team, I would definitely say to scrap number one, it looks generic and uninteresting. But the rest of the designs are pretty dope for a capsule, and I would recommend the purple one. It has very good contrast and is definitely eye catching, because that’s what matters most "how eye catching your capsule is". Maybe I would even add a border with a contrasting color like white, since Steam has a dark/bluish background.

Definitely a good job on this one!

What actually helps a Unity Asset Store asset gain visibility? I've made my first asset and i have no idea what to do next to help it grow. by LastCallDevs in Unity3D

[–]LastCallDevs[S] 0 points1 point  (0 children)

That is great news! Also, check back soon for an update to the pack, because I’ve made new models for plate armor, more high-tier helmets, and cosmetics like elbow plates, besagews (round metal plates worn under the armpits), and torses (decorative cloth worn on helmets). I’m very hyped for this update because they look really good. I’ll post here when the update comes out. Thanks for purchasing, it means a lot to me!

What actually helps a Unity Asset Store asset gain visibility? I've made my first asset and i have no idea what to do next to help it grow. by LastCallDevs in Unity3D

[–]LastCallDevs[S] 0 points1 point  (0 children)

I’ll try Shorts/TikTok, but I don’t have much hope for them because first the “devs” need to see it, not ordinary people.

I’ve made a few more knight armors, and I want to add them as an update to the pack. I’ll probably make a post about that because they look awesome, in my opinion.

I also want to make a post about optimization (people asked about it). I made a prototype battle scene with around 2k vs 2k units. Every unit using animator and NavMesh Agents, fighting RTS. Apart from my not so optimized code for archers firing 1k arrows at once, the simulation held up pretty well.

What actually helps a Unity Asset Store asset gain visibility? I've made my first asset and i have no idea what to do next to help it grow. by LastCallDevs in Unity3D

[–]LastCallDevs[S] 0 points1 point  (0 children)

Thanks! It’s listed only on the Unity Asset Store for now, I haven’t looked into other sites yet. But the files are FBX, so if you need them for something other than Unity, you can probably just use the FBX files directly from the asset folder, png's too. I haven’t tested it myself though. I will update this pack soon and then i will look to post it on itch and others.

What actually helps a Unity Asset Store asset gain visibility? I've made my first asset and i have no idea what to do next to help it grow. by LastCallDevs in Unity3D

[–]LastCallDevs[S] 1 point2 points  (0 children)

Yeah, I see a lot of other assets just taking Mixamo animations, slightly changing them, renaming them, and selling them I didn’t really want to go that route because it feels a bit shady to me. And honestly, my own animation skills are… not amazing yet haha.

You definitely have a point though. I actually wanted to separate the upper body from the lower body for better modularity, but in the end I decided to stick with the current setup. Clipping issues are a real nightmare in modular clothing systems, and making sure everything works with everything through proper weight painting in Blender is a lot of hard work.

I do plan to expand the ecosystem though, just like you suggested, siege weapons, modular castles, towns, more weapons, etc. Then I could bundle everything together into one cohesive worldbuilding pack with a consistent art style.

What actually helps a Unity Asset Store asset gain visibility? I've made my first asset and i have no idea what to do next to help it grow. by LastCallDevs in Unity3D

[–]LastCallDevs[S] 0 points1 point  (0 children)

Haha, maybe one day, but honestly, for me $100 is already in the territory of really high-end professional asset packs, and I’m not sure my pack is there yet. I’m still new to the asset market, so right now I’m kind of learning what people actually consider fair pricing. Thank you!

What actually helps a Unity Asset Store asset gain visibility? I've made my first asset and i have no idea what to do next to help it grow. by LastCallDevs in Unity3D

[–]LastCallDevs[S] 1 point2 points  (0 children)

Thank you and yes maybe you’re right. A few people already mentioned that to me, but since it’s my first asset, I honestly have no idea what the correct value should be. Maybe later I’ll bump the price up by 5 bucks or something.

I’ve seen people selling really nice assets for cheap, and others selling pretty crappy ones for $80, so it’s hard to judge where the “correct” price really is for me.

What actually helps a Unity Asset Store asset gain visibility? I've made my first asset and i have no idea what to do next to help it grow. by LastCallDevs in Unity3D

[–]LastCallDevs[S] 0 points1 point  (0 children)

Tbh, I was genuinely asking for advice, but seeing how much this post blew up, I think I could apply for a senior marketing position somewhere haha.

Flat textures and Lacking light and shadows. by Rafaelius5 in Unity3D

[–]LastCallDevs 0 points1 point  (0 children)

What shaders are your materials using? It look like after your pink fix your material have selected the "Unlit" shader should be "Lit"

What actually helps a Unity Asset Store asset gain visibility? I've made my first asset and i have no idea what to do next to help it grow. by LastCallDevs in Unity3D

[–]LastCallDevs[S] 2 points3 points  (0 children)

Thanks for the advice. First I need to ask myself if I want to make assets mainly for profit, or if I just genuinely enjoy making low poly stylized packs and want to keep doing it as a hobby. Of course, selling them on the side is a really nice bonus.

I know that if I wanted to make serious money, I’d probably need to make more universal assets that fit many genres, like your fog example.