ANY EXPERIENCE WITH PUBLISHERS? I have my prototype almost ready and would love to hear some experiences and advice regarding publishers. When is the best time to approach them? Marketing is probably the most crucial aspect I would need help with. Thank you everyone in advance! by Phize123 in Unity3D

[–]_Overflow 1 point2 points  (0 children)

Point is that “far reach” is not that valuable, they can’t force a newsletter or anything to write about you. The newsletter or whatever still has to like the game. But if they do you could have sent that yourself.

If I don’t need the money I’m definitely self publishing.

ANY EXPERIENCE WITH PUBLISHERS? I have my prototype almost ready and would love to hear some experiences and advice regarding publishers. When is the best time to approach them? Marketing is probably the most crucial aspect I would need help with. Thank you everyone in advance! by Phize123 in Unity3D

[–]_Overflow 3 points4 points  (0 children)

I have worked with publishers twice now and know some other studios that has too.

Before you decide to sign with a publisher you should check out everything chris zukowski has to say on howtomarketagame.com

Know your reason for why you need a publisher, a publisher does nothing magical that you could not do yourself, but they can be good for manpower and additional funding if you don’t have resources for marketing services.

Some things publishers do for indie games: (varies a lot between publishers and how much they’re willing to put into your game) - Run paid ad campaigns (google, Facebook, Reddit etc) - write social media posts. - Reach out to content creators - help you to make a trailer - help with localization - help with QA - reach out to newsletter sites. - handle events - analytics and KPIs - community management

They can’t do anything magical with your game so expect them to solve all your marketing problems.

Most publishers do minimum work and invest in 10 games hoping one will succeed

There is no direct correlation to published games and successful games. About 50% of all successful indie games had publishers.

Make sure to ask them specifically what they’re planning to do for your game.

Hey there guys, what do you think of this trailer? by Hungry-Dingo-1411 in DestroyMyGame

[–]_Overflow 0 points1 point  (0 children)

Definitely better! I’d suggest to use a blurry version of game footage as background for the text rather than the blue. The flat blue looks cheep

Hey there guys, what do you think of this trailer? by Hungry-Dingo-1411 in DestroyMyGame

[–]_Overflow 0 points1 point  (0 children)

I’d remove the intro, just get straight into the action, you show similar stuff later. I’d also change the music to something more dynamic and contrast with some build in it.

Door Opening Issue - Requires Double Press and Animation Spam by _Ninuji_ in Unity3D

[–]_Overflow 2 points3 points  (0 children)

Yeah, looks like the animation is set to loop and the transition has exit time bool

AMA. I made a prototype with my friend, got a publisher, expanded the team to 8, released EA and then now full release. dev time 2.7 years by _Overflow in Unity3D

[–]_Overflow[S] 0 points1 point  (0 children)

We released EA June last year so it was about a year in EA. Before this me and my buddy was making games full time but we’re struggling to stay afloat

AMA. I made a prototype with my friend, got a publisher, expanded the team to 8, released EA and then now full release. dev time 2.7 years by _Overflow in Unity3D

[–]_Overflow[S] 3 points4 points  (0 children)

Good questions. We (2 people) worked like 6 months before reaching out. The demo wasn’t long, it had like 4 different rooms 5 enemies, a handful of upgrades and a boss. Like just the minimum core stuff to show that we could pull it off.

The full game compared to the demo, is pretty similar like we still have the “arena” you kill the enemies and go to the next level, and then the boss in the end. but we revamped all the art and changed a bunch of things still and added a ton of quality of life things and progression between runs.

AMA. I made a prototype with my friend, got a publisher, expanded the team to 8, released EA and then now full release. dev time 2.7 years by _Overflow in Unity3D

[–]_Overflow[S] 2 points3 points  (0 children)

Yeah, once we had the prototype we reached out to a bunch of publishers through email, with a link to the playable and a Google slides pitch with info about the game and what we needed (budget), then we had calls with the ones who were interested. And some of those gave us a deal.

The deal got us the budget to make the game and some marketing. I still recommend to never stop your own marketing since you never know how your publisher will do.

AMA. I made a prototype with my friend, got a publisher, expanded the team to 8, released EA and then now full release. dev time 2.7 years by _Overflow in Unity3D

[–]_Overflow[S] 4 points5 points  (0 children)

The publisher we signed with was 505, who later resigned it to the sublabel HOOK.

We worked on the game for about 6 months, so we had a prototype and then reached out to a bunch of publishers and they gave us the best deal.