Show HN: Royalty-Free Video Game Music Library
luckylionstudios.com
luckylionstudios.com
Also if you can make it easier to find what I'm looking for then I'll look first at your site rather than others. E.g. is the piece fast/slow tempo, instruments used, genre or style, etc.
Good luck.
My uninformed guess is that you can charge substantially more than this and still provide great value. Consider that $5 is about the cost of four minutes of programmer time.
I guess he could just bump all the songs to $10 and see if sales increase/decrease/etc over a period of time. Pricing is definitely an interesting problem, for all startups.
Running pricing cohorts takes more time, and doing other experiments at the same time will taint the pricing experiment.
A lot of the commenters here think you're charging too little and I agree.
Have you thought about having two pricing tiers: one for non-exclusive use and much higher one (maybe $100 per track?) for exclusive use?
If I were a game developer and I thought I was making the next Angry Birds, having a recognizable theme that I knew no one else would have would be an easy to understand added value.
And I also second the "nicely done!"
I think you've vastly underestimated a reasonable price for exclusive use, given the inability to sell it to anyone else, the amount of time needed to produce an original piece of music, and any sensible salary for individual composers.
However, I respect that different people are at different stages in their careers. This may be a rung on the ladder on the way to commissions or a side project while in school.
I was simply taking the current price of $5 per track and thinking that it may be unlikely for any given track to be licensed by twenty different game developers for non-exclusive use. It might yield more revenue to have one buyer at $100 per track.
I'm quite a fan of royalty-free music, actually I just finished up a project using 100% royalty-free music from Kevin MacLeod (http://incompetech.com/). He uses a creative-commons license for all of his work, but makes the bulk of his money through private projects brought on from exposure.
Our project was for an immersive reading experience for The War of the Worlds, which meant we needed lots and lots of different types of music for all the story arcs. Shameless plug if you want to check it out: http://e-mersiv.com/apps
Again, I think you could definitely have a market for more than just game devs out there, your pricing model is attractive enough to be used for short videos, ebooks, etc.
Also, I do agree with some of the other posters - you should charge a bit more. Seems like a steal at $5.00.
Have you considered allowing 'library license' purchases, where you pay a bit more than list but get access to the entire library and future releases as well?
As an aside, I am getting a lot of 'File Not Found'.
For my purposes, a plain HTML page with download links to a low quality sample for me to listen to would be enough. (and obviously a shopping cart or some other way to buy the full quality versions)
Having said that, I love the idea and hope I can listen to some of your music soon.
With such a low price, I'll have my concerns with the lack of exclusivity. Maybe you could add a premium price to remove the audio from further selling?
Regards!
I've also considered the buyout approach for the library, and it's something I may eventually include.
Especially, do you offer a MOD formats (1) or only streamed audio? Because better games prefer to sync with the engine, and separate spacial tracks with OpenAL.
(1) http://en.wikipedia.org/wiki/MOD_%28file_format%29
And as told: us$5 is much to low to be taken serious!
I highly recommend them.
Good luck(y lion)!
http://codeincomplete.com/posts/2012/6/22/javascript_racer/
I would agree with the comments that you could charge more (certainly for the longer tracks)
Are you going to open up to other composers to sell through your service?
I'm a programmer, I can handle some light graphics work. But I can't do music.
Bookmarked to check back later.
Good luck!