[An indie developer reflects on how he spent too much time and effort trying to make a failure into a success, sharing his experiences about going from iOS to PC and Mac, and why being first out of the gate doesn't substitute for having a truly compelling game.]
Seven. I log into IndieCity again and check the total sales number to see if, by some miracle, the figure went into double digits. It didn’t. Total units of Monkey Labour for Windows sold: seven. And that’s notthousands.
While selling seven games in two months is horrific in any case, this is not, however, another whiny post from a disillusioned indie game developer. It’s just the result of an experiment at the end of a longer story that needs some explaining. I am not complaining. In fact, I am already happily working on our next game. I still get to work on what I love. In my book that’s all that matters.
What it is, though, is yet another scenario of what can happen when you decide to start making games for a living. More important, it’s a story about game publishing, marketing, and sales. I’m not one of those guys who just want to focus on their art or their code. I love the business side of making games. This article is about what I’ve experienced in a good year of doing so.