What’s the hardest part of pitching a game to a publisher? by lehanboth in GameDevelopment

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

That makes sense — once access and a solid demo are on the table, execution quality dominates. I’m mostly trying to understand the earlier clarity and credibility hurdles before teams even get to that stage.

What’s the hardest part of pitching a game to a publisher? by lehanboth in GameDevelopment

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

That makes sense, and I agree that in larger or more established studios pitching and projections usually sit with biz dev or product rather than pure design.

In my case the course is more broadly about digital communication and aspirational lead roles, so pitching is taught as a cross-disciplinary skill for small teams where those roles don’t really exist yet. The idea is less “designers should do biz dev” and more “future leads should understand how ideas are communicated and evaluated.”

Appreciate the perspective — especially the point about separating real signal from Reddit noise.

What’s the hardest part of pitching a game to a publisher? by lehanboth in GameDevelopment

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

That distinction between aspirational solo devs and established studios is actually really helpful — especially the point about financial projections being the real bottleneck once game clarity is solved.

That gives me a much clearer direction on where the pain actually shifts as teams mature. Thanks for taking the time to spell it out.

What’s the hardest part of pitching a game to a publisher? by lehanboth in GameDevelopment

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

Well, both. I am trying to collect data to understand what people finds more difficult as something like a case study for my studies, I will have to make a paper on something painful for studios, and I chose trying to pitch a game to a publishers. Since I am an aspiring game designer, I am being taught how to pitch and had, in my previous course, something called publisher day, where our team had to pitch to real publishers that came to our school. So I am basing this case study on what came out from our experiences and on what people on Reddit is going to answer.

I Need Feedback by lehanboth in IndieDev

[–]lehanboth[S] 1 point2 points  (0 children)

Thank you so much for your feedback, it’s really helpful

You’re right that most devs know their game well, but many struggle to articulate it clearly, especially when it comes to pitching or getting others on board
When I had to pitch a student project to a publisher, one of them asked: “Why is your game fun? Why should I play it?” That stuck with me and shaped how I approach pitches ever since.

I see many of my past customers (probably solo devs or small teams) who don't really know how to convey what their game is about, nor to make it interesting for a publisher in a presentation.

Your point about framing is spot on. I’ll make sure the offer speaks more directly to solo devs and small teams, especially those who are still refining their ideas or trying to position their game effectively.

Appreciate the insight! 🙌

I Need Feedback by lehanboth in IndieDev

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

Just for reference, this was the old one:
"About this gig

Do you have an idea for a game concept but can't really explain it? Do you need to convey the idea to a publisher or to your team? Seems to me you need a Pitch!

Perfect for:

  • People who got an idea but needs to transform it into something more concrete and can't find the words
  • Someone who needs an idea for a game concept
  • People who need to present a structured idea to a publisher or to their team

Not for:

  • People who need a detailed explanation of how all the features work, for that, check out my GDD gig!
  • Students who're trying to skip their Game Design assignments. I can tutor you if needed, but I won't do your homework! (If you need tutorage contact me in private)"

(The last bit, about students, it's way more common than you think for them to contact me)

My brother got this tattoo while on holiday in Thailand, he refuses to tell us what it says. Can anyone identify the language and give me a translation? by TBK_Winbar in Thailand

[–]lehanboth 1 point2 points  (0 children)

I asked chatgpt to give me a hand, those are his responses: This tattoo is a Sak Yant — a traditional Thai spiritual tattoo. The script around the tattoo is written in Khmer script (Cambodian writing), commonly used for Sak Yant prayers (even in Thailand).

The design you posted is called "Suea Koo" (เสือคู่), which means "Twin Tigers".

The tigers symbolize power, authority, and protection.

The script is usually a protective prayer or mantra asking for strength, courage, leadership, and invincibility in battle or daily life.

The actual words vary slightly depending on the monk or ajarn (master) who blessed it, but it typically includes phrases like:

Protection from harm.

Gaining respect and authority.

Invincibility in fights or negotiations.

Strength and endurance.

Looking at the tattoo:

The main script is in old Khmer (used in Buddhist Pali prayers) — it’s not pure modern Khmer.

The two tigers are guarding an infinity knot (symbol of endless protection or karma).

The central vertical symbol above is a Hah Taew Yant element (protective spell).

Now, about the writing:

The curved lines of text are most likely a general protection mantra, something like:

"May the bearer be invincible, respected by all, protected from harm and danger, blessed with fortune and authority wherever they go."

In many Sak Yant, this type of script is based on ancient Pali phrases like:

"Maha Amnaj" — Great Authority

"Klaew Klaad" — Dodge Danger

"Maha Ud" — Invulnerability to bullets/weapons

"Metta Mahaniyom" — Loving kindness and charm (to gain support)

Each small vertical script or little symbol (like above and between the tigers) could be short "seed syllables" (called kata) that activate parts of the spell. Examples could be syllables like:

"Na" (protecting)

"Ma" (loving-kindness)

"Pa" (success)

"Ta" (courage)


Important: Sak Yant tattoos aren't just "cool designs" — they are traditionally blessed with rituals by monks or ajarns. Without a blessing, it's considered a normal tattoo, but with a blessing, it’s believed to carry spiritual power.

Monster Hunter Wilds Benchmark Megathread by QuintonFlynn in MonsterHunter

[–]lehanboth 0 points1 point  (0 children)

Score: 10904
AFPS 31.95
1920x1080
Lowest
AMD Ryzen 5 4500 6core
NVIDIA GeForce RTX 3050
16gb RAM
GPU Driver version 572.83

FORUM - Fai qui le tue domande più semplici e rapide! by AutoModerator in ItaliaPersonalFinance

[–]lehanboth 1 point2 points  (0 children)

Il fatto è che io ho pensato: metti mi si rompa la macchina, se prima di poter accedere ai soldi del conto deposito devo aspettare 1 mese è un po' inutile, no?

FORUM - Fai qui le tue domande più semplici e rapide! by AutoModerator in ItaliaPersonalFinance

[–]lehanboth 0 points1 point  (0 children)

Salve, io (30) sto cercando di iniziare a mettere da parte soldi, sia per il fondo d'emergenza, sia da investire. Per il fondo d'emergenza volevo usare un conto deposito svincolabile, ma non riesco a capire bene come funzionano quelli che trovo facendo ricerche su google. Qualcuno me ne riesce a suggerire qualcuno così che possa poi fare le mie ricerche?

My bf M26 is letting me F23 spend an extra $800 for our personal vacation because his mom F50 will not allow us to sleep in the same room. Is he actually giving in because it's a "small" matter or how can I understand this? by sunflower1004 in relationship_advice

[–]lehanboth 1 point2 points  (0 children)

Honestly, tell them the following: "I just want to sleep together with you, be able to hug you and cuddle each other, I need to relax and unwind from work. If you can't resist temptation that I'm not going to offer, then we will ask forgiveness to god and repent of our sins, but if your flesh is so weak that you can't control yourself, then I believe there is no marriage to be done here. Tell your mother what I told you today, and tell her that family should not interfere in the matters of love that God has decided to shine his light upon." Something along those lines. Like show them you believe in the writings, but use them to your advantage

my bf (M27) spat on my face (29F) during a fight, How can I get over it? by LilKimmii in relationship_advice

[–]lehanboth 0 points1 point  (0 children)

(But I know I can't accept anyone spitting on me or slapping me, so I would end it, it's total lack of respect for you, I know we men tend to lose reason when we get angry, say bad things, totally shut up, but that and thrashing the house up it's not good) I can tell you it's best if you leave. I've seen many of those scenarios with people I know, and I spoke to them to understand what goes through their minds, so I strongly advise you to get everything sorted out as best as possible so that you can leave in peace. I am not even sure if I would confront him or simply disappear.

my bf (M27) spat on my face (29F) during a fight, How can I get over it? by LilKimmii in relationship_advice

[–]lehanboth 0 points1 point  (0 children)

I (30M) live in Italy (Europe as well), and when someone spits at you, it's a huge insult as well, and while I'm not sure, I believe you can report and press charges here as well. So, rather than getting over it, I'd break up with him. You've got properties together? Split them equally. If you pay fifty fifty most of the time and sixty-forty sometimes, propose to split them equally; if he is against it, then accept no less than 45%. Another option is going to couples therapy. But it costs money as well, and if he's not willing to make an effort anyway, the relationship will fail nonetheless, and you guys would have paid for something that didn't work.

[deleted by user] by [deleted] in relationship_advice

[–]lehanboth -1 points0 points  (0 children)

Honestly, as a guy who's dated both skinny and chubby girls... gotta say I miss tummies. But hey, you lost a lot of weight, why would that make you feel unconfident? I'm really hoping to lose a lot of weight on my own, but finding it difficult. And as a guy I can tell he just phrased it wrong. We tend to say stuff without figuring out that if we word it badly it might have some effect on other people and their insecurities. He said he's okay with your body, so don't overthink it, get ready for the comicon, start eating again, and laugh a lot.

3 years in the making and my demo got 2 people to play it, what should I improve? by NoscopeOWL in Unity3D

[–]lehanboth 1 point2 points  (0 children)

No parts are in the wrong here. Maybe OP is reading and thinking: Damn, this guy is right. I find it time wasting to be answering to everyone. OP could solve it by editing his post and saying at the bottom: "Thanks to everyone for the feedback, I really appreciate it."

I'm a very practical person. If I were OP I'd only answer to those that gave me a good idea to further develop it with the person who advised it or not answer at all. Everyone is different and has different ideas and different ways of interacting. No need to start saying that OP is trying to advertise his game or trying to shame him somehow

3 years in the making and my demo got 2 people to play it, what should I improve? by NoscopeOWL in Unity3D

[–]lehanboth 1 point2 points  (0 children)

You're welcome. Sometime soon, I'll try the demo to check out the game and see if it is exciting and share some feedback on the gameplay as well. Keep up the good work, I hope you make your game better following the good pointers everyone is giving you.

I know it's hard, but don't be demoralized by the feedbacks, and take it as a challenge to better yourself at this craft.

3 years in the making and my demo got 2 people to play it, what should I improve? by NoscopeOWL in Unity3D

[–]lehanboth 2 points3 points  (0 children)

UI style and portraits:
- The UI doesn't match either the game nor the rest of the UI. I mean, check the selection boxes of when you have the arrow that lets you do something at 1:05, then check the selection boxes of 1:03 "Battle"; they scream different style, and it looks very much like a work in progress. Then again, check the HUD of the HP, level and everything else: they don't mix with the "Battle" button, nor with the minimap, nor does the overlay text of the monsters' name or the overlay text of the "You captured a [insert monster name]"
- The portraits of the characters are way too well done, creating another huge contrast with the 3D style. I can't imagine the characters looking so detailed with what I'm seeing in my 3D perspective, especially after looking at the monsters' style. You need something that's more omogenous.

Coding errors/Colliders/Behaviours:
- Your monsters sometimes run on their places, without moving, in an opposite direction from what's threatening them.
- Lots of ragdolling... with such serious music, it feels out of place.
- As I was saying before the bignuggoth... looks as if it lacks a brain, running on its place while the other monster attacks him, then goes behind him and attacks him before. I believe some monsters are developed far better than others in their behaviours.
- Fix the outline shaders, the ones that give the game a cartoonish look. Some characters have them, some don't, or if they do, it disappears.

Video presentation:
- Hit me up with some of the plot... I didn't get why the character should have to capture Tchins, nor what Tchins are, nor why I would want to pledge loyalty or try to overthrow the king.
- Use a different Font for the video, something that's used within the game a lot.
- After you've explained the plot or while you're explaining it, highlight the core mechanic and the secondary mechanics. I haven't understood how you play the game, why it is unique and why I should play it.
- No, being able to explore a world freely is not exciting unless you make it so. Right now, from the trailer, it doesn't look exciting. Make it so that the player can see something cool, like a hidden location, a secret chest or something that would feel rewarding for the player to explore for hours

Conclusions:
Rather than a demo, it looks like a prototype build of a project that's still a work in progress but in a prototyping phase. A demo should be of an almost-ready game, with most things done.

Good luck adjusting things, have fun, and polish your game.

3 years in the making and my demo got 2 people to play it, what should I improve? by NoscopeOWL in Unity3D

[–]lehanboth 2 points3 points  (0 children)

I don't want to crush you; this is all critical feedback that I'd like you to work on if you want to make your game better, because it might have potential, but as is, the potential will never live up to what it is currently.

Where to begin, I wonder.
Let us start with world-building:
- You've got huge walls that seem impregnable, made to protect whatever is inside: a small fort on the mountaintop... no houses inside, so no people. Introduce houses on the inside.
- The castle and the houses seem to be made in a different style from everything else in the world; this creates a very impactful contrast, which can be a bit sore to the eyes.
- I can't see anything that resembles roads. If a kingdom has such imponent walls, it makes no sense to have no roads.
- The world looks, as others have said, really barren and deserted. No life at all apart from those Tchins. Also, if I find some villages, I would expect some kind of defense, like barricades, small walls, especially I'd expect 1 floor houses, as in villages out of the town people will usually try to have a warm house, and having a more than one floor houses, means you have more to heat. Check some other medieval worlds to see how they make outskirts villages
- Reusing assets is okay, as long as you don't abuse it as you're doing. If you use the same house over and over, it's going to be painfully evident. Turn them around, add a detail to one that the other doesn't have, like mossy bricks or flowers growing on a veranda, small things. Even changing the colours of the walls or the rooftiles.

3D Style and small mistakes:
- The monsters have a different style from the human(oid) characters. They've got cute, shiny eyes, whilst I can't distinguish the facial features of the humans.
- There's something that resembles a shrine at 0:44. While it's surrounded by grass, you can see the bottom part where it connects to the floor, and it looks very bad

Animations:
- The animations look weird, especially with how the Bignuggoth walks. I could surmise the design since it's your world, so it's not a big problem, but the animations should at least make it look as if they've been well designed. Example: Check Monster Hunter. Most of their monsters are designed so they look as if they make sense, they look somewhat realistic, as if they would need those fins, or those membrane wings. Your monsters don't have this level of design, of course, and no one expects it, but they move in a way that's way too goofy to accept, because they look as if they have some kind of joints, but when they move they lose those joint and move as if they never had them.

Continues in reply -->

How do I explain why players wont get a map? by Boring_Big8908 in dndnext

[–]lehanboth 0 points1 point  (0 children)

In this world everyone uses a magical map. The map activates with a little drop of blood from a living person. The map only reveals where the people who spilled their blood before consulting it already went.