Props to for going against the HN hive mind. F2P is successful because most people choose it and will not pay for software. There are real issues with it but it not pure evil like HN thinks.
In the meantime, I have nothing but admiration for those of you who actually do it before having independent financial security. I can't say I think it's wise, but I am a beneficiary of the massive numbers of talented people working in your field.
'Make game of that which makes as much of thee.'
My company has been paying me very competitively for more than a decade. I'm not worried about settling down here, but nobody else will make me a higher offer, at least not without requiring much more of my time than where I am at.
that 'safety' of a 'regular'
income is almost entirely
illusory as well
Sure, to an extent, but there are differences of degree here.If I work for Google and they go bankrupt, worst case I lose a month's salary and I'm unemployed. And the chance of that is probably below 5% per year (obviously depends on the company)
If I take a year off to develop my indie game, the odds are much worse, I gamble a year's salary not a month's, and if I end up unemployed I've already burned through a lot of my savings.
Google may be a bad example. Google actually filing for bankruptcy would probably have a pretty big ripple effect on tech and financial sectors, and your skills may be in less demand than you think.
I've been working on corporate software for 3 years now, and while my finances are back on track, it's gotten harder and harder to stay motivated and I've been really tempted to take another stab at it, despite not really having enough saved up to do so (especially if my girlfriend and I are going to buy a house this year).
Anyway, it's tough to just sit and stare at the die and not roll it. I have done some board game design as a hobby, since that doesn't totally drain me like extra programming does, and I've even gotten my first publishing offer recently, but I know firsthand from other designers of successful titles that the money you can expect from it is minuscule compared to making a successful video game (one person told me he made $10k in royalties off a game that you can buy at Barnes and Noble. I've made more than that off a video game that was only somewhat successful).
Anyway, I've played and enjoyed A Dark Room. I should probably check out your other games. Thanks for taking the time to share your story, it's given me something to think about.
But so far since then every project has not been worth doing.
> I didn't do ads, I didn't do micro-transactions, scummy energy bars, and all those other bullshit monetization tactics.
We did this in Clicker Heroes, and I don't like that we did. But I'm learning more and more that it's hard to compete against scummy tactics.
I hope Clicker Heroes 2 does OK. We might have to find corporate jobs too if it doesn't.