So let's anwser to all of your question (some was already anwsered and lost in this feed)
i don't know what "straight % the anwser " but if you talk about fee we aim 15%for the platform and people will choose how to pay and see everything about cost and tax calculation,people will be free to choose what they prefere.
We hosting every game that follow the content guideline. Early access , finished game etc, but it have to be announced, people have to know what they download and/or pay.
Every game will be manually accepted on the website, low effort game will probably be refused. or have a specific catagory like (simple repetive game) they will not feel welcome.
Creator will use external link for download of free/Demo content, paid content will be host by us to avoid file deletation.
Half answered with manual review of quality- What I meant overall was don't forget safeguards to ensure:
y (income) minus x (hosting costs/overheads/payments) doesn't = negative income.
Because if you host many new games generating costs to yourself but not enough sales to cover them, it could be an issue (despite your free work as an employee) & if that occurs increasing the % punishes your good selling titles to offset those that don't. Maybe have a think about file sizes etc (hosting a 40 gig game costs you more than a 1 gig game). Not telling you what to do, but having a clear path at the start will go alot better than attempting to course correct after launch. You can always offer free grace periods of hosting for new devs &/or refunded deposits when a milestone in sales are reached etc.
This is why fees are a thing (from a non greedy perspective). If a game retails at $1 its going to potentially drive you backwards even if its selling a ton of copies (if the sales don't generate you enough income to cover your overheads). If its needed for longevity 15%
(to a minimum of x, whichever is the greater) might just keep you afloat. A transparent formula isnt in bad faith and devs optimizing their games would get that figure lower as they drop the overheads they incur for you (might even be room to reduce the 15% to a formula per sale in certain instances to incentivize successful games from going off to their own websites).
I.e. if a game costs you $0.20 to sell, you need to ensure you are AT LEAST earning that much + any margin, regardless of the sale cost,and being clear and upfront early will help devs price their games at the start.
Just something to think about if you are legitimate about getting it off the ground and staying there, not telling you what to do, just raising it as an issue that sends many hosting services and the like under