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“I wonder how come the best-reviewed game of 2026 is not the fastest-selling”… i once wondered the same (chicory is about equal to mina’s metacritic and minuscule compared to mina’s sales). Turns out there’s many ways to be “good” that don’t equal “top selling” www.bloomberg.com/news/article...

bloomberg.comIndie Video Game ‘Mina the Hollower’ Sells 300,000 Copies in Three DaysThe new action-platformer is the best-reviewed video game of 2026 so far

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I'm pretty sure Sean's comments should be taken with a pinch of salt. They do know that Mina is a niche game, and that these are great results for a launch weekend. Then again, Shovel Knight eventually sold millions of copies, so why not shoot for the stars? 😁

I've never really understood why people think a game selling a lot of copies is indicative of the quality. To me, all it is indicative of, if anything, is the amount of people who were interested in it. And even then, there's still always the people who are interested but haven't bought it yet.

A lot of people tie their ego about the games they like to sales and it's never healthy. The real sales numbers come from appealing to the "Normal" demographics, and that's never going to have the most creative stuff except in a few rare, unpredictable exceptions.

Mass market appeal and successful marketing. Most (really all) indie Devs are under capitalised and don't have the resources to do much more than make the product. Products that sell themselves exist but are rare. Same with every art form, excellence and commercial success are different things.

As a beginner dev I want to value my games by how much I learn along the way, and by how much real people enjoy my work, remember it and think/talk about it. The numbers are immaterial as long as the thing buys me coffee.

Mina is great, but definitely a bit niche. To me it seems to be doing really well! it’s interesting to see other teams whose expectations are set galaxies apart from what is reality to me (…and by all accounts I’m also a top-tier indie success! But there is a huge range even at that tier).

This sort of stratification is always interestingly complex and happens in many areas. I'm most familiar on the streaming side, where 500-avg-viewer folks still think of themselves as "small streamers", because they're tiny compared to the 20,000+ behemoths. Meanwhile,

being a 50-avg-viewer streamer puts you in the top 2%, but that's also only enough to make ~$5/hour. So I feel there are both good tangible and psychological reasons for the sometimes-weird disconnect in creative areas like this.

I really love Chicory for the things it did with my head. But it absolutely isn't what people think about when they hear "video game", which is a shame, imo. YachtClub, while being successful, is experiencing first hand, that indie games are often less attached to a name or "brand".