I made an arcade puzzle game this week called Curse Match where every level, instead of getting faster, you choose a curse to change the difficulty of the gameplay. It's free to play in your browser, with the option to pay a few bucks to support further development.
This is kind of an experiment to try and judge whether a pay-what-you-want model is sustainable for me to make smaller games like this. I feel like recently I've gotten too linkedin-brained thinking about how best to optimize for mega success on steam and it's suffocating my creative/experimental side, so I'm trying this out as a way to exorcise that a bit while hoping I can make it a financially reasonable decision to put out free games instead of doing more billable hours on client work or whatever.











