I haven't had a chance to see if that's possible...
If possible, how many games, and what genres?
It is not secret what sells on Itch
What we do not know, if that is enough to make a living from it for any given developer. And that list changes frequently.
Also, you do not make a game and get money for this game endlessly. There is saturation of your audience. You will reach a point where most people that would have bought it, already bought it and new sales will be very few.
Hi, I checked out your profile, and looking at your prices...
I understand what your work might be worth, but did you do any market research?
For example, the other day I found an offer for AI-generated music, a 7-day trial for one dollar, and you get to keep the rights.
I’ve also seen RPG Maker music packs for $5 when they’re on sale.
I think your situation has more to do with the competition than with Itch.io being a bad platform for selling. In fact, that’s why I decided to make NSFW games, because I thought it was the only way to avoid competing against AAA games, and it seems I was right, since those are the ones that used to generate the most money...
Now the market for that is really bad, but back in the day I managed to make enough money, not enough to live on, but certainly not insignificant either.
I don't mean to say that your work isn't worth what you're asking for it; it's just that the music market is in a bad place right now—there's a lot of very cheap music out there, and people are taking advantage of that.
Those of us who work in the arts know that business can be slow. Comic book artists remember a time when a single comic book page was practically worthless and they could barely put food on the table.
These days, the markets for illustration, music, and NSFW games are slumping.
I gave up on making income from Itch.io due to the payment processing issues and deindexing problems that were never properly followed up on. I put a lot of my work on Steam, which has helped. Some people from here support me on Patreon too, but I still have a ways to go.
When the payment processing issues occurred, many 18+ developers who were making a living income on Itch.io were no longer able to do so, since their games got deindexed, and discovery was halted. T_T
As I said up above, that's just how art is, sometimes it's just bad, and that's that.
That's just how the market works, there are branches of art that sometimes die out, then come back to life, then decline again...
Art is like a sailboat: you go where the wind takes you, and if there's no wind, you don't go anywhere.
While this might not be an effective commercial site, you can make contacts with people who are passionate and have some degree of skill. Itch is an amazing melting pot. Sometimes one may bump shoulders with those who HAVE made a living through development.
Perhaps instead of focusing on sales, you could look for other ways on encountering value? Not just skill share, but also tips on project management and keeping motivation.
While independent creation is filled with risk (both financial investment and time), it excels at keeping the ball rolling once something eventually picks up steam. Although usually by then a big publisher comes knocking for another asset to absorb under their control and profit from (or shelve) as they please.
I remember a quote: "if you do what you love, you'll never work a day in your life. Yes, because nobody's hiring. But also once you earn your bread; you will come to hate it."
From the point of view of a customer rather than a developer, I am not surprised by the sentiments in the responses thus far. I have two main concerns that reduce my inclination to spending money on Itch.io: Finding games I want to buy is too tedious; and many developers either seldom put their games on sale or don't match their sales with other platforms adequately -- let's be honest, most people only buy games when they are (sufficiently) discounted.
Even if I weren't a skinflint, I have to often be consciously willing spend more money for less (if I choose a different, cheaper game elsewhere instead) or the same product, just to throw the developers or platform a bone.
More than that, you guys have to compete for my time and attention with every other platform. I hate to be the bearer of bad news, but I'm just not trawling through the 1.5 million other games just to dig out and play the (possibly amateur) game you worked really hard on. The likely outcome is that I take the path of least resistance and increased consistency/security in spending and avoid the associated risk with purchasing an independent developer's passion project. In other words, I'm far more likely to buy the new hot game or the cheap 20 year old masterpiece than the uncertainty of yours. Don't get me wrong, I found some great games on Itch.io, but I had to put so much time into finding them.
And you have to out-do that. It's pretty rough; I don't envy your position. Unfortunately, if you want to be able to make a living on Itch.io in its current state, you already need to be able to make a living elsewhere: to grab my attention from that place and draw me back here. And the excessive effort in both time and money required in cultivating that... I doubt it's worth your while.
I think it's likely only possible if you've got a lot of games you've made, to make a living off just games on itch, you'd likely need between 1,000 and 10,000 games on itch to make a steady living, the odds that people buy a game is already low from a single creator so you'll need a lot of games to not only increase the odds someone buys a game but also enough people to make a living weekly.
Unless you get lucky and one of your games blows up and gets tons of reach online, it's better to also post on other places like reddit and upload to steam.