Well, I would rather see successful examples than base my plan off of unsuccessful ones. Our project is a traditional 2D versus fighter, if that narrows the game examples to reference. I will check out the link you posted. Thank you for replying.
Indeed. I guess my point is that if you're looking for some kind of expected return from your business model then it's worth keeping that in mind. The return from indie games can vary pretty wildly, and not every successful studio runs based off of the success of one smash hit. Rovio may be making a packet off of Angry Birds alone, but there are also small studios who produce games for a variety of niche audiences and have healthy businesses without being well-known.
Based on your project, I can't think of many indie versus-fighters, but there are plenty of side-scrolling brawlers out there. My suggestion would be to look up Klei, creators of
Shank, as I seem to remember they've published their sales figures at some point.
What format are you looking at? How are you planning to sell the game? The sales portal you use can affect the variation in sales volume you can expect. For example, the App Store market has a bit of a reputation for having
massive differences in sales between the top-sellers and medium-sellers, but Steam and XBLA sales are supposedly more evenly-spread.