People in high places have clearly stated that being a indie developer in the US economy, is not only more attractive to the consumer, but also has alot of advantages that most inhouse, or large development companies do NOT have. I prefer to label myself and indy developer, and I believe that it will give me alot of headway into the future. When you guys see the work I've accomplished, you will probably say to yourself "How in the hell did he do that alone, in one lifetime?". That is EXACTLY the impression that I want to leave in the brains of all of the hardcore gamers, aquistions headhunters, and indy develepors.

There is nothing that could be better for me then being a solo developer, putting out a product labeled indy. It shows dedication, and outstanding professional qualities. If people by the game because they feel its fun, then wonderful. I feel that I will generate more sales than I ever could, by representing the indy commmunity first.

This forum topic is not about being indy, ornot; incorporation, LLC, or any derividation. It's not about theorizing the best solutions out there for making it in the biz, or the quality "polished look" of the product. It is about:
(I hate qouting myself)

#1 Is a 5,000 USD 4 inch x 4 inch, two week add on Gamespot really worth it?

Assume that I make the ad eye catching and professional. Gamespot "garauntees" 3 million impressions, and the sales department claims that "on average" 1% of their customers get hits, and 2%-5% of those hits result is sales. They also get approximately 5 million hits per day on their website, so alot of people visit. If you do the math, thats approximately 26,500 USD profit if the game sells for 30 USD. How realistic do you feel these figures are?

#2 In the past, did you find that selling your games in the indy communities generated positive feedback, that out weighed the negative feedback of your game. And if so, was the financial return worth the investment of your time promoting in the communities?

#3 Before a publishing company will seriously take a look at a indy game, where the creator or team does not have an prior experience, how many copies do they wish to see sold?

#4 What types of advertising have you done, and which were the most lucrative?


you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe. __________________________________ yours truly