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Show HN: I got laid off from Meta and created a minor hit on Steam

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Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#231

Congratulations. Looks fun and one of those "omg, I've spent so much time on this" kind of game. Can you expand in the part of talking to publishers. How did you approach it, how much previous context did you have, how did you evaluate what was good vs not. I know what mobile game publishers ask for but not desktop/steam ones. Any advice? (Not that I'm making games but just curious what form it actually takes)

Not author, but fellow indie gamedev founder. Already answered one similar question in comments, but here is usual process of choosing publishers:

  1 - You need to decide whatever you looking for a funding and how much you need. No matter where you're located majority of indie publishers operate with budgets under $300,000. AFAIK there is under 30-50 companies that can even provide funding over $1,000,000.
  2 - Even big publishers dont like to take risks. So if you're self-funded or have investor your chances to sign publishing agreement are much higher since then publisher risks almost nothing.
  3 - You go and check what games each publisher release on Steam and check how much marketing there are for their titles. "Good" publishers usually only release 1 game a month or less since marketing is both time consuming and costly. So obviously it's much harder to get selected.
  4 - There are "spray and pray" publishers that can even give you some money easier than others, but they sometimes release 3-10 titles a month and just look what sticks. They mostly dont do marketing before release whatsoever so it's not exactly an optimal choice unless you working on a games that can be built cheap and under 6 month.
  5 - When you start any negotiations normal net revenue split after budget recouperation is around 50/50 (with 40 / 60 both ways also possible). So you can filter out those who try to pray on inexperienced people.
  6 - Also unless you getting serious funding (not $300,000) publishers usually only get exclusive distribution license on your specific title for 3-5 years, but they dont get your IP. If some small publisher ask for full IP transfer it's not a good deal.
And yeah to reach out you only need at playable and fun prototype for 5-15 minutes of gameplay, but if your game is closer to release it's will drastically increase your chances for a deal. Everyone loves to publish games with no funding needed and no one loves to fund development with risk it will never be completed.

Getting published by likes of Raw Fury is a huge success though, very small percent or projects get such a chance.

PS: If you wish feel free to reach me, will happily share my experience.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#232
post #227
post #215

How hard was it to get in touch with publishers? I've always imagined that without prior contacts, cold calling a game publisher is as promising as sending your screenplay to Hollywood.

Not author, but fellow indie gamedev company founder. Getting in touch is not hard at all and there are several avenues: 1 - Majority of publishers do have public submission forms and they do look though what you send. There is a few existing lists that you can use [1]. 2 - Industry is generally very friendly so often you can also reach out to publisher game scouts on Linkedin and even ask for what kind of projects t…

Thanks for this, mate. This is very informative!

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#233
post #219

I never felt more like a grandpa developer since having to google every word in the description of what this game is :)

These days grandpa developers (and many grandpas in general) grew up playing rogue/roguelikes and watching plinko played on TV while being reminded to help control the pet population by having their pets spayed or neutered. I don't know how popular pachinko is outside of japan though. All the pachinko video games I've played to date were old and intended for a Japanese audience.

My favorite is pachincremental but I have an unnatural affinity for those games. Number go up.

Someone called doom and quake boomer-shooters and that's funny to me.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#234

We had someone request a wiki on wiki.gg for Ballionaire, and it's at https://ballionaire.wiki.gg/wiki/Ballionaire_Wiki . Assuming you have structured data easily accessible, you can pretty easily use the MediaWiki API to create some automated pages for each of the items and any other entities that should have pages. Example repo: https://github.com/RheingoldRiver/sorcerer-update That repo is assuming that some "info…

Thank you for saying what game everyone is talking about.

I have it on my wishlist already.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#235

Earlier quoted context omitted.

That type of content is extremely useful for younger developers and the publicity probably has other benefits, but it's not for everyone.

[flagged]

>why should young developers matter at all?

Well you clearly don't care for society's survival, so Let's put it selfishly: I want more good games. I'm not going to make the next katamari or Baba is you or Papers Please or Orba Dinn. I accepted I do not have that kind of auteur mindset when I approach art.

But I do have technical skills and a lot of tech discourages a lot of would be artists. If I can make those parts easier, less buggy, and more performant while bringing in more people to make games, that's a win-win.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#237
post #97

Earlier quoted context omitted.

It was intentional that the game got harder by broadening the pool of drafts. The design goal was that you need to develop your skill to build more flexible boards, that don't rely on just forcing a single synergy to materialize. Unfortunately, I don't think the game communicates this goal well, AND prevailing design trends (rogueli T e, which this game is NOT) I think have trained players to expect that games should…

The widening of the pool of drafts doesn't work because it is not fun. When you find something that works you want to use it as much as possible because as the player all I want to see is the numbers get higher and higher. This is where the fun is. Most of the additional drafts aren't fun. Some I never use. When I play I don't even care about the forces that make it harder at the start anymore because most of the gam…

From my experience of messing around with cheats in other games, things like this are a great way to permanently ruin the fun for yourself.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#238

Earlier quoted context omitted.

That might be challenging as large companies tend to hit people with strong NDAs which means that any reference to time at $company would need to be approved by $company. IF you don't do this then you might be rinsed by the court.

That’s not a thing. I’m not sure where you heard that. Large companies definitely don’t try to prohibit you from telling people you worked there.

That's the only thing they tend t answer when background calls come in. They will answer if you worked there and no what dates unless it's your working under clearance. Even then I thiink you can mention most companies in a vague matter.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#240

Incredible work, Brian! I'm in awe of what you've done in such a short amount of time. I started an indie game company (still working on our first title) and had a few related questions if that's OK? 1) If you didn't need a salary or marketing help, would you still have signed a publishing deal? My sense is most of the publisher value lies in getting paid before the game launches, and with marketing around launch, bu…

Funny that, of all the questions to ask, you of all people ask marketing questions, Rand :)
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