I released an indie game in 1994. Three of us worked on it and two of us had high pressure jobs by the time it shipped (we'd worked on the bulk of the game in easier times). For its time, the game was pretty successful but it didn't make us very much money and so we went on to more lucrative pastures.
It's very tough just to get noticed -- and it's far harder now. We were in Australia at the time, the web pretty much didn't exist (we released initially as shareware, later as "commercial", although the shareware release made us more money).
I released an indie game in 1994. Three of us worked on it and two of us had high pressure jobs by the time it shipped (we'd worked on the bulk of the game in easier times). For its time, the game was pretty successful but it didn't make us very much money and so we went on to more lucrative pastures.
It's very tough just to get noticed -- and it's far harder now. We were in Australia at the time, the web pretty much didn't exist (we released initially as shareware, later as "commercial", although the shareware release made us more money).