Indie devs have to figure out the best way to run their business for the now and tomorrow. Some figure it's better to take the lump sum. I imagine a 2 person dev team like Ooblets can fetch a nice bag of cash that can stretch for a while. I imagine that money also went into making them truly independent as well. Some devs have enough funding and figure it's smarter to play the long game. Playing the Epic disruption game will force you to take a massive hit that can last years, that's something Epic is cool with, devs have to decide if they are. DARQ got the wishlists. Now it needs the reviews, the previews, and recommendations to push those into sales. I imagine it'll do great with enough positive word of mouth, Remember, he's playing the game now. Success takes time. If it's a good game, it'll find its audience.
And as people have mentioned, trying to measure success or failure of a brand new short puzzle game by concurrent numbers is pretty ridiculous. Shame on anyone for trying to shit on the dev for standing by his game and the future of his brand.
And as people have mentioned, trying to measure success or failure of a brand new short puzzle game by concurrent numbers is pretty ridiculous. Shame on anyone for trying to shit on the dev for standing by his game and the future of his brand.