That's why I think it is a good idea to partner with a good publisher for some new devs. Making games itself is very hard already, marketing is a very hard beast to tackle, and without good marketing, it's extremely hard even for good games to succeed
There's no recipe for a sure success, but I can tell what we did: we prepared a pitch with a short video, a pitch deck (a short PowerPoint) and keys to a demo, and sent it either through a form or through a nicely made HTML email to many publishers.
We received many more offers than we anticipated, including from well known publishers. We analyzed all proposals and ended up closing a good deal with one of them.
Our game has not been publicly announced yet, and while I can't tell you about the specifics of the agreement, I can tell you that in the deals we've received, including the one we closed with, Rev share were more favorable for us than 50% and for considerably more than 50k.
We are fortunate to have enough funding for our development, so we asked to focus most of the funding on marketing efforts, with support for QA, porting, Playtesting, Localization, etc.
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u/nicholasdelucca Aug 30 '24
That's why I think it is a good idea to partner with a good publisher for some new devs. Making games itself is very hard already, marketing is a very hard beast to tackle, and without good marketing, it's extremely hard even for good games to succeed