If the game breaks even, or makes profit, all is good. Things get bad when you don't even break even, or worse you lost time/money.
I think this is one of the main reason why making indie games (like many other business) is extremely risky. #indiedev
-
-
Show this thread
-
luckily a good amount of my games (I'd say 90%) made a profit, a few were hits, but the few times they failed it was a big problem, financially but also for the morale (you start to lose faith in your skills).
Show this thread -
basically what I'm trying to say is that in your plan (business or not) you need to consider a downtime/burnout phase shortly after the game release. It's not a wise thing not to do it

#indiedevShow this thread
End of conversation
New conversation -
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.