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A Year of WordHopper – Modern DOS Game Development Retrospective
Looking back at WordHopper's development a year after release.
Failing that, I decided plan B would involve picking WordHopper back up, finishing it in a few months, and releasing it on mobile- just to have something to point towards if I wanted to look for work in the games industry (spoiler alert, this didn't happen). On the 10th, I took care of some memory management between game states (essentially freeing sprites when they're about to become unused), a bit of high score logic, and implemented the calls to play/loop the music (and probably tweaked the MIDIs my GF gave me, too). I don't really want to share numbers here, but for a $2 PWYW DOS word game, it made a decent chunk of change- not enough to live off of comparative to how much time I put in, but definitely a bit more than I was expecting.
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