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Daily Deal – Hand of Fate 2, 15% Off

Planetoid Pioneers is Now Available on Steam and is up to 25% off!*

Welcome to Planetoid Pioneers, a cooperative sci-fi Physicsvania where kooky old astronauts fall over themselves with QWOP-like action to explore the Asteroid Belt beyond Mars. It’s been built on the unique Crush2D physics engine and can be played on your couch with or against your friends in seamless pick-up-and-play Co-Op and PvP action.

To celebrate the launch from Steam Early Access, the Contributor Edition is 25% off*. Owners of Cortex Command receive an additional 25% off the Contributor Edition.*

*Offers end February 15 at 9AM Pacific Time

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Always Be Pitching: How to find and talk to publishers to survive as an indie

Well here I am, talking to publishers again.

I thought that time was over, because as I’ve said before, I believe most publishers aren’t that helpful for indies past the money they provide. I still think this is mostly true. But guess what – that money has to come from somewhere, and these days it sure isn’t coming from selling indie games.

Since money is so tough to come by through direct sales as an independent developer, money from publishers, and the fanbase and access that comes with their influence, can be a big decider of success. Even that slight edge you get from being “a Devolver game” or “an Atlus game” can be a big boon, and help set you up for future success.

On top of that, consoles are important again. Since there are fewer games released on console, you’ve got a better shot at getting a slice of the pie. Unfortunately, some platforms remain gated behind devkits that can be difficult to acquire if you’re not you’re well connected. Publishers often have a lot more sway than your average indie when it comes to getting these kits.

So I’m at it again, pitching to a bunch of publishers simultaneously. And as I do, I figure I should share with you some of the ways that I use speaking with publishers to keep my company afloat, as I see a lot of folks making basic missteps.

The first step is even finding someone to pitch to, which can be tough on its own. Of course you’d like to have Atlus publish your RPG, SNK publish your fighting game, and Sega publish your platform game, but the likelihood is slim, as they have limited capacity, and every other developer is thinking the same dang thing. So unless you get lucky with one of those, you need to look further afield.

New publishers and platforms are cropping up all the time. A few months ago, nobody knew who Dispatch Games was. But now they’ve released one remake of a classic puzzle game (Soldam), and are poised to release another, with one of the most delightful trailers I’ve seen in a while.

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A trailer for Dispatch Games’ Penguin Wars

You’ve got to be paying attention in order to find these publishers. Of course doing your own leg work is nice, but my main piece of advice here is to check in with fellow struggling indies. If they’re worth their salt, they’re hustling too. They may know of publishers you don’t.

Use any lists or groups you may be a part of. I just got added to a list of alums from the Busan Indie Connect festival in South Korea. The Switch is about to come out in that territory, so the very first thing I did was ask if anyone had a line through to some Korean publishers interested in publishing Switch games. I got three names, and off I went to talk to them. Regional publishers can be really useful in getting you a bit of extra revenue out of a game you’ve already made.

But of course, if you’re asking people for info, share and share alike. Recently a buddy and I were discussing what options there are for funding, and he gave me some suggestions I hadn’t heard of – but was also speculating about who ran a given publisher. Turns out I knew exactly who ran it and had their info. One intro later, that’s another conversation avenue for them.

Others have written longer and better articles on the art of the pitch, so I won’t get too far into the specifics. What I will say is, not to be a jerk, but treat it like you’re making a children’s book. Big photos with one or two big bullet points per page. Easy to understand means easy to pitch.

A page from a recent pitch doc

You should pitch as often as you can, in any context you can. If I’m at a trade show, I bring pitch documents and builds with me just in case the opportunity to show my games arises. If I hear of or meet a new publisher or platform holder, I show them the games we’re up to.

You’ve basically got to be pitching constantly, unless you’ve got some solid income or a steady gig already. I say this because 95 percent (napkin math) of your deals will fall through, and you’ve got to have backups for your backups for your backups.

“You’ve basically got to be pitching constantly, unless you’ve got some solid income or a steady gig already. I say this because 95% (napkin math) of your deals will fall through, and you’ve got to have backups for your backups for your backups.”

This is true for a few reasons. First, most publishers will reject your game. Getting deals is rare, which makes sense if you think about how many games are coming out daily at this point. So you can’t count on pitching to just one perfect publisher – you’ve got to hedge your bet and pitch to anyone you think might be even remotely interested.

Second, publishers, and especially platforms, can change their business plans on a dime. At the end of this year and last year, we had near sure-thing dev contracts lined up that just wound up disappearing because the platform decided not to fund anything at all. It’s not something to get mad about, it’s just one of those things that often happens. Money was allocated to this thing, but a couple corproate decisions later, now no money is allocated to it. That’s just the way of business!

Third, publishers and platforms can take a while to get funding together. We just got a followup from a platform we began discussions with more than a year ago. You can’t count on getting money fast, that is a rarity.

Basically, always say yes, always be available, always have something to show. Pitching and prototyping is a delicate juggling act, but I always count myself as available, because like I said, 95 percent of projects will fall through.

If you wind up with too many projects, well… good for you, jerk!! Send something my way!! But seriously, it’s rare to wind up with two projects accepted simultaneously as an indie, and you can always turn an opportunity down if you’ve signed something else. This is part of why we have so many prototypes and betas.

If you’re always pitching, always talking to folks, you’ve got to check in with the people you’ve sent stuff to. Sometimes people don’t get back to you without a poke!

It’s always good to follow up on information you’ve sent out. Whether it’s a pitch you want feedback on, or a “handshake” deal you’ve agreed to. Don’t pepper your contacts with emails daily, but do check in at reasonable intervals. Not only will you get your information a little faster, your name will be a bit more top-of-mind to the people you’re pitching (which is a good thing as long as you’re not annoying!).

In cases where you’ve “basically” agreed to do something already, it’s good to check in periodically to make sure those things are still happening, especially if you’ve not signed a contract. It may be annoying to do, but that’s how you find things out. Through check-ins in just this past week I’ve learned:

– An invoice I assumed would be paid by X date was in fact planned for 3 months later. I got it sorted, but only because I asked.

– A publisher I hadn’t talked to in many months is now one month away from being able to sign new projects.

– The Korean Switch market will begin as physical releases only.

– A deal I thought was happening isn’t. Better to know sooner than later.

– Three publishers I hadn’t thought of in a while are actively looking for games again.

– A deal I haven’t signed yet is still going ahead as planned, for now.

– A package deal I was going to be part of got sidelined by corporate shuffling at a platform.

Gunhouse just came out for Switch in the US. We can bring it to other territories because we asked questions!

I give these examples just to show the value of checking in. If I didn’t ask these questions, I would’ve been alternately screwed, or totally in the dark about all these things that are basically vital for my company. Nobody was going to come to me to tell me this stuff. I’ve had friends who just waited on their hands for people and publishers to get back to them, and none of them are running their own studios anymore.

Try to keep your self-imposed deadlines. I sent a few publishers notice that I’d get them a prototype in a week, to gauge their interest. They all wanted to see it – then I took an extra week and a day to deliver. Not great. Set reasonable (and potentially vaguer) goals!

“Say yes to everything that fits your parameters, get that money, and maybe you’ll live to scrape by for another day!!!”

Don’t play publishers off each other.  I’ve heard plenty of discussion about this across various lists, but it just doesn’t work, and it can sour publishers to you. Say I’m talking to Devolver and Adult Swim, and I really want Devolver to publish my game. If I tell them, “you know, Adult Swim is really interested in this, so you should make your decision quickly.” If I’m Devolver, and I’m at all on the fence about your game, or too busy, or there’s any minor roadblock, I’ll think “Oh great! Let Adult Swim do it then, and I don’t have to feel bad turning this down.” So do be transparent that you’re pitching multiple companies, but don’t pretend one company is about to sign you unless they really are.

Figure out who can actually help you, and how. Is this actually enough money to finish your game? Is their revshare deal good? If you finish a game and it sells zero copies, how long can you survive after that? Does this publisher have marketing chops? If not, do they at least have reach? If not to either of those, can they at least pay for a trailer? Will they let you lead the marketing or do you want them to do the lifting? Most publishers won’t be able to do all these things at once, so figure out what’s important to you.

Ask others about the publisher’s reputation. Are they good to work with? Do they pay on time? Are they at all likely of disappearing tomorrow? How friendly is their contract? This is real important stuff to know, and if you can press your network for any of this, you’ll be in a better position.

So: Say yes to everything that fits your parameters, get that money, and maybe you’ll live to scrape by for another day!!!

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Video: How Runescape never missed an update

With the rate players consume content, keeping a game updated with new material is essential for those looking to operate their game as a service. So how did Runescape, world record holder for frequency of updates, manage to do so without any hitches?

In this 2016 GDC session, Jagex’s Conor Crowley covers how the development team for RuneScape moved from an established development process to multiple agile cross-disciplined scrum teams without missing an update.

Crowley discusses how the team went about changing internally, going over the challenges encountered and how the team ended up using their new agility and self awareness to maintain a regular release schedule.  

Developers may appreciate that they can now watch the talk completely free via the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Smithsonian American Art Museum puts out call for indie devs

The Smithsonian American Art Museum (SAAM) Arcade is a yearly event that celebrates game culture and the work of indie game developers, and submissions for the museum’s fourth annual SAAM arcade are now open. 

This is a good opportunity for devs to get their game in front of people and receive playtesting feedback, as well as the potential to have their work showcased at the Smithsonian. 

The program is part of the museum’s ongoing mission to the study video games as part of a national visual culture and explore the evolution of video games as an artistic medium.

SAAM arcade is focusing on the theme of “game spaces” this year as a connecting idea that links video games to art, architecture, and the museum as a space for discovery and engagement.

Interested developers should check out the full list of requirements for applying here

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It’s Party Crash time as Springtron faces off against Kid Cobra!

It’s Party Crash time as Springtron faces off against Kid Cobra!

It’s robot vs. skater in the next Party Crash for the ARMS™ game.

Event Time: Friday, 2/9 [1:00 a.m. PT] – Monday, 2/12 [1:00 a.m. PT]

Featured Fighters: Springtron versus Kid Cobra

Party Crash is a limited-time Party Match event with special rules. By playing these matches you can increase your Lab Level, which then grants you in-game cash and special badges. You can also get bonus multipliers by using featured characters and weapons.

And starting with this Party Crash, ARMS Lab will begin their Party Crash engagement project! New features will be added, such as a super-strong level 8 Headlock appearing only in Party Crash and new bonus rules. In addition, we’ve adjusted the bonus percentage rate so losing bonus fighters have a better chance to turn the tables. I heard it’ll be an exciting party to the end, so hope you look forward to it!

If you don’t currently own ARMs you can learn more about the game at the official website.

Game Rated:

Cartoon Violence

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Why being trapped in a loop makes Reigns: Her Majesty so satisfying

When Reigns first dropped in 2016, it caught game developers by surprise not only for being a successful narrative game on mobile, but also because it reinvented the interaction mechanics of Tinder for gameplay purposes. 

In late 2017, developer Nerial and publisher Devolver Digital surprised everyone again by announcing a sequel: Reigns: Her Majesty. It turned out to be a really interesting subversion of the first game’s monarchial madness, introducing a Queen as the player character and creating a more streamlined progression system with a new deck full of colorful character cards. 

Since we ourselves by charmed by the design of Reigns: Her Majesty, we invited lead developer Francois Alliot onto the Gamasutra Twitch channel to discuss the game’s development, and his partnership with former Gamasutra editor Leigh Alexander. We’ve transcribed some meaty, useful quotes for your perusal below, but you can also watch our full interview in the video above. 

Stream Participants

Bryant Francis, Editor at Gamasutra

Alex Wawro, Editor at Gamasutra

Francois Alliot, Creator, designer, writer and programmer of Reigns: Her Majesty at Devolver Digital

“The most important skill I’ve got as an indie developer, I think, the ability to organize my project and know when it’s going to be finished.”

Wawro: In moving from one project to the next so quickly, what were you able to learn about the process of putting together a game like this, that maybe other developers could learn from?

Alliot: Something that I learned relatively early, something I think is very important for other indie developers that I think is essential, is I know how to finish projects. When I start something, I have a good idea of what I want to do. I give myself a sort of deadline. That’s very important when we do especially indie games, I think, if you don’t have a sense of what you are trying to achieve in terms of time, production and putting all this together, it’s going to be difficult to finish.

So that’s the most important skill I’ve got as an indie developer, I think, the ability to organize my project and know when it’s going to be finished.

Francis: I’m going to interrupt the gameplay to ask a question about what I’m looking at right now. I encountered this on my phone and I actually thought my phone was breaking for a moment.

You’re actually doing a really cool flicker animation here, which as you encounter this celestial character, the All-Mother, I wanted to sk about how in this game you designed certain interactions to be diegetic to the device? Because this whole thing started swiping left or right like you’re looking at prospective romantic partners on Tinder, and this game seems to have evolved, and to actively be interested in the physicality of the device that you’re playing on.

And I understand that these games are sort of meant for mobile, even though we’re playing on Steam right now. Can you talk about that decision a bit, how stuff like this came to be, because it really helped set the mood.

Alliot: I think it sort of came from the original idea, which was that Tinder is a toy. It’s a dating app, but they forgot it’s a toy. It’s nice, it has a very good flow in it, and that’s what I built the game upon.

Everything in the game helps the player define the pace. In the game you can swipe very quickly or you can take your time, and we adapted everything around that, like the sound and music, stuff like that, they all come to support the pace you define for your reign.

And after that, we did things like, in the iOS version of the game you’ve got vibration. I really like the way you can transmit a bit, like when you got the glitch you just showed before, when you got that glitch the phone sort of tries to break. I like that, it’s like a ghost in the machine.

Wawro: What do you think it is that animates Tinder? What is the ghost in the machine that makes that app so endlessly entrancing to you, and what is it that you think makes it a good vehicle for games?

Alliot: I think it’s this sort of very strange idea, that you can infinitely swipe between people you might be interested in. An infinite supply of people you could date. And that’s very fascinating if you think about it. It’s very dark in some ways. You’re trapped in this loop, this infinite way of swiping. That’s why we had the Devil in the first Reigns, to sort of translate this idea that you’re trapped in this swiping gesture.

Wawro: Let’s talk about that really annoying part at the end, that part about figuring out where you’re going to sell it, how you’re going to sell it, who you’re going to market it to. How do you do that, given that you seem to not be a big fan of it. I know that you have a publisher, which I’m sure helps. But given the small size of your team, and the unique vibe of a game like Reigns, how do you get it in front of the people that will like it the most?

“For an indie developer, it’s easy to forget that some people are better than [us] at making a lot of stuff. You’ve got this age of the indie developer that’s supposed to do everything. I don’t want to do everything! It’s not my job.”

Alliot: Indeed the publisher’s very important, especially for me because for Reigns, I needed Devolver to get the traction around the game, and they do a lot of things that I really don’t like to do, like marketing. It’s not my job really, I’m not very good at it.

Especially for an indie developer, it’s easy to forget that some people are better than ourselves at making a lot of stuff. You’ve got this age of the indie developer that’s supposed to do everything. I don’t want to do everything! It’s not my job.

Regarding communication with the marketing, what was very important was to have a publisher that had managed something like Downwell. Because Downwell was a mobile game that worked very well on PC and Steam at the same time. So Devolver managed this thing that was never seen before, creating a successful game both on mobile and on Steam as a premium game.

That was the model I wanted for Reigns, because I knew it worked very well for PC too, and also because we needed to reach towards YouTubers, streamers, and they don’t play mobile games that much.

And I understand very well it’s not perfect for YouTubers, it’s not the right format. It’s a lot easier to plug your thing on Steam, and YouTubers stream on Steam. It makes a lot of sense, it’s not practical to just play on your phone. So that was very important, and Devolver did a lot to reach out to that audience, and to sell mobile games too.

For more developer interviews, editor roundtables and gameplay commentary, be sure to follow the Gamasutra Twitch channel