That really depends on the game, how quickly updates come out, and as a dev how open and able you are about integrating community feedback. The first rule is always: If your game can stand on its own two legs people will support development even if the game is free.
The games I support are all free and for my support I only get some discord benefits and in some cases early access to new builds by like a week but I mainly support those games because I played them, liked them, and decided I wanted to support the devs to make more, if there had been an upfront asking price, I probably wouldn't have paid that. From the POV of the average F95 user, downloading a 4GB game only to realise it has 1 or 2 extra animations more than a version he played 3 months ago isn't really selling the game.
That being said, not all models might work for everyone and every type of game. A game like TML has needed and will probably need optimisation and while I enjoy that the game now runs much better than when I first tried it, most people want to see gradual increase in content for their money.
I guess my answer would be this: Allow your ideas and the quality of the game to speak for itself, at least in the beginning. That way it will be exposed to more people some of whom will be willing to pay to support development. Once you get more content and polish you can start thinking about an asking price, maybe even a steam release.