I'm not saying no discounts and I'm glad you've decreased the price and sold so many copies. I'm only saying that
Balance is always important
and to not go into extremes either way.
I don't believe we did. We had a 10% launch discount, then 15% off during the next 3 sale events: autumn (Nov 25), Christmas (Dec 22), lunar (Feb 5), then 40% off on March 26. I don't think that offering 20-25% would have had the same effect. We went from selling about 30-40 copies a day to 7,500 in 2 days, which is huge and well worth the trade off. Looking back, I think we should have gone with a bigger discount on Christmas.
I guess the main question is when to do discounts and how far you should go. That's one area where indie developers suffer because these things are kept secret and each developer learns on his own mistakes, which is costly and not very effective. It's easy to get focused on the discount figure alone because 5% difference between, say, 25 and 30% sounds like a lot when in reality it may only be a dollar or two. Is it better to run a strong discount when there is a strong interest and everyone's talking about your game or when everyone moved on and don't really care anymore. How long does the period of 'strong interest' last? What's the actual effect on post-sale revenues? Etc.