This was a triumph.

Posted by Zvarri (123 posts) -

I'm making a note here: HUGH SUCCESS.

Sure, those are some overused Jonathan Colton lyrics right there, but that's exactly how I feel about the launch of I Get This Call Every Day. I expected to make a few bucks, encounter some ridicule, and be back to "business" as usual. I was wrong.

I blogged over at Gamasutra about how well the game has done in terms of sales, but the TL:DR is that the game has made almost $900. That's pocket change for most triple-A games, but for an independent gamemaker like myself, that's world-changing.

To start, it's immediately validated for me that I making games is what I want to do for the rest of my life. Screw this day job - I'm getting out as soon as it's financially viable to do so.

It also seems like I tapped into a common experience for a lot of people. Seems there are many who either have been or currently are stuck in jobs like my own, and they found their experience mirrored in the game. I Get This Call Every Day is getting an incredible number of votes on Steam Greenlight, which surprises the hell out of me. I put it up there with the expectation that it would fail miserably, but it has done very well for votes. If you feel like upvoting the game on Greenlight, head here; of course, the game is still available for sale directly from my website for as little as $2.

I thought I was foolish for thinking that releasing a game like this could ever possibly help me quit my day job. Now... it just might do the trick.

The one thing that I've really cherished above everything that's happened - above the Kotaku coverage, above the reviews, above the game's inexplicable Greenlight appeal - it's that my game appeared for over a week in the Giant Bomb New Release homepage sidebar.

Of course, I'm not stopping here. I don't have any particular projects lined up next, but with the Global Game Jam next month and One Game A Month running throughout 2013, you can expect a few new games out of me in the new year.

Yippiekaiyay, motherfucker.

#1 Posted by Zvarri (123 posts) -

I'm making a note here: HUGH SUCCESS.

Sure, those are some overused Jonathan Colton lyrics right there, but that's exactly how I feel about the launch of I Get This Call Every Day. I expected to make a few bucks, encounter some ridicule, and be back to "business" as usual. I was wrong.

I blogged over at Gamasutra about how well the game has done in terms of sales, but the TL:DR is that the game has made almost $900. That's pocket change for most triple-A games, but for an independent gamemaker like myself, that's world-changing.

To start, it's immediately validated for me that I making games is what I want to do for the rest of my life. Screw this day job - I'm getting out as soon as it's financially viable to do so.

It also seems like I tapped into a common experience for a lot of people. Seems there are many who either have been or currently are stuck in jobs like my own, and they found their experience mirrored in the game. I Get This Call Every Day is getting an incredible number of votes on Steam Greenlight, which surprises the hell out of me. I put it up there with the expectation that it would fail miserably, but it has done very well for votes. If you feel like upvoting the game on Greenlight, head here; of course, the game is still available for sale directly from my website for as little as $2.

I thought I was foolish for thinking that releasing a game like this could ever possibly help me quit my day job. Now... it just might do the trick.

The one thing that I've really cherished above everything that's happened - above the Kotaku coverage, above the reviews, above the game's inexplicable Greenlight appeal - it's that my game appeared for over a week in the Giant Bomb New Release homepage sidebar.

Of course, I'm not stopping here. I don't have any particular projects lined up next, but with the Global Game Jam next month and One Game A Month running throughout 2013, you can expect a few new games out of me in the new year.

Yippiekaiyay, motherfucker.

#2 Posted by Legend (2664 posts) -

Glad you're seeing a bit of success with your first commercial game. I voted for you on Greenlight. Hopefully, your game will end up on Steam where you'll find even more success.

#3 Posted by MariachiMacabre (7100 posts) -

As a former call center employee....yep. It's dead on. I've been accused of attempted kidnapping over $20. It's the real life Kobayashi Maru.

#4 Posted by MikkaQ (10344 posts) -

It's always awesome to see fellow Torontonians involved with indie game development, put us on the map!

I've always wanted to try my hand at making a game but all my skills are in film and video.

#5 Posted by Zvarri (123 posts) -
#6 Posted by SpaceJamLunchbox (127 posts) -

Congrats! Here's wishing you even more luck!

#7 Posted by Zvarri (123 posts) -

@MikkaQ: I almost forgot the grandparents of Toronto's indie dev scene, Mare Sheppard and Raigan Burns!

#8 Posted by MikkaQ (10344 posts) -

@Zvarri: Seems like I have a lot of indies to check out. I never knew Superbrothers was made in Toronto, that's really cool.

#9 Edited by Zvarri (123 posts) -

@MikkaQ: Yup. Superbrothers himself, mister Craig D. Adams, is inadvertently responsible for me becoming a game developer. Sadly he's moved to Eastern Québec now. The Toronto Indie Dev scene is absolutely inspiring. You should check out a local event sometime; IGDA Toronto and the Hand Eye Society usually organize one a month, though they haven't announced anything yet for January.

#10 Posted by HaltIamReptar (2029 posts) -

You're well on your way to an inspirational story here, duder. It's always rad as fuck to see someone pursue their dreams.

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