

I made the game I wanted to make, but it's not surprising why critics picked it up." So they often share the same taste, worldview, nostalgia and all these other things. I was fortunate in that my politics, my age, my gender I share in common with the vast majority of game critics. That tends to align with what critics typically like. It was slightly highbrow, slightly left leaning and it was about friends and feelings and shit. " did well because it was a critical darling. But looking back, Bithell thinks it makes sense. It seems unlikely, then, that Thomas Was Alone would have ever sold a million copies-a threshold many full-retail releases with huge marketing budgets don't always cross. "There aren't a lot of 9/10 scores to my name," he quips. He'd already been in game development for some time, but a good chunk of his work was tie-ins for kids shows and movie. It was a "hobby game," that he put together in his spare time.

To just about anyone it looked like a game about boxes jumping around.Įven creator Mike Bithell didn't expect much it. It doesn't look particularly great, and there's nothing that seems outwardly special about it. Released in 2012, it took quite some time for it to find an audience. Thomas Was Alone was something of a sleeper hit. The real stories of independent developers that want to keep making games is much grimmer. Flappy Bird, Five Nights at Freddy's-these games dominate news stories and make their creators huge lumps of cash, but they are exceptionally rare rags-to-riches success stories. At its peak, Candy Crush was raking in well over a million dollars every day. We hear, again and again, that with tools like Unity and the App Store that it's never been easier to make a quick buck cranking out some games. Some content, such as this article, has been migrated to VG247 for posterity after USgamer's closure - but it has not been edited or further vetted by the VG247 team. This article first appeared on USgamer, a partner publication of VG247.
