@adambiser well no offense meant.
I don't know for certain how most folks view such a thing but when I see crazy low prices I immediately think "wow! I guess even the developer must think this game is pretty bad. Certainly doesn't seem to take any pride in it".
If it was on mobile it would be different. That market raced to the bottom years ago. But for desktop that is how I view it. I mean I can't even buy a bottle of beer or heck even water nor a candy bar for this price.
So I'd say just take pride in your work. Set the price high (at least higher) and if people start really complaining about the price then you may want to lower it. But also keep in mind is it better to have 5 customers willing to spend $3 each on the game or to have 25 customers willing to pay 59 cents each on the game? The money is the same but the latter means potentially 5X more support you need to provide and generally speaking (not always of course) various studies I have read in the past have shown the people always wanting to pay a tiny amount are the biggest source of complaints and negative reviews.
Also you may be surprised that selling the game for $2 or even $3 may not lose that many sales. So you could in fact possibly make more money while still eliminating the folks who would complain the most (some people believe everything should be near free or outright free and will complain no matter what).
The only way to really know is to test. Try a price for a week or two. Then try a different price. Compare.
Of course it is up to you. Just saying it makes a better first impression to see a game priced at say $3 or more than it does less than a dollar. And money wise you can probably make the same amount or more with less support work and grief.
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)