Publishing my indie game with Acclaim
469 segments
My upcoming game, Pixelwasher, is being
published by Acclaim, and I'm really
excited about this. So, I wanted to talk
to you about Pixelasher itself and
Acclaim and how the two are going to
work together to hopefully bring you a
great game. This is really big news for
me. It's a big step up and I'm excited
to tell you all about it. So, let's jump
in. So, first off with Pixel Washer. It
is a chill, relaxing game [music] about
powerwashing pixels. It's very simple.
It's meant to be a wholesome, cozy game.
It's pretty minimalist and [music] you
can right now add it to your steam wash
list. In Pixel Washer, you pick a job to
wash. You go to that level. You power
wash everything. You spray it with your
power washer or you shoot water
projectiles at it until everything's
washed. Very simple gameplay, very
satisfying, very straightforward. Once
you're done, you get paid for your job.
Uh on your way back home, you can see
your expenses, how much gas you spent,
how much fluid for washing stuff you
spent, and then you get paid for that.
And you're done. You're back at your
headquarters. There you have a store
where you can buy stuff. You can upgrade
your power washer. You can buy new guns.
You can buy better transportation.
And uh you can also upgrade upgrade your
headquarters a little bit. But that's
the whole game loop. You pick another
job, you get paid, you get back to your
headquarters, upgrade stuff, and then
you rinse and you repeat. If that sounds
fun to you, go uh add Pixel Washer to
your Steam watch list. So, A Claim is a
new publishing label under the classic
banner, A Claim, that some of you might
know from the 80s, 90s, and 2000s. Uh,
if you're not familiar with the claim
itself, you're surely familiar with some
of the giant franchises they've
published over the years. And that
includes big games like NBA Jam, Mortal
Kombat, Tur Rock, Shadowman, there's a
bunch. And in my household growing up,
um, they were a household name. Like
I've got some of my very, um, favorite
games right here. Um, this is Wizards
and Warriors was one of my very favorite
games. Uh, I used to rent this at the
local um video store. It was two bucks a
night and at the time that was my weekly
allowance. So sometimes the only thing I
got to spend any money on was renting
Wizards and Warriors and getting to play
it for a day. Um, there's also uh Iron
Sword Wizards and Warriors 2, one of my
favorites. I loved this game and its
music so much that I made a remix uh as
a college project weirdly um from one of
the [music] songs. I'll probably be
playing that in the background now and
I'll put a link in the description or
whatever, but you can go listen to that.
Um I played real guitar in that. It was
part of the assignment is I had to
record a musical instrument. Everything
else I made, you know, with a with a
mouse in
>> [music]
>> um Qbase. And then Wizards and Warriors
3. I I love these games. There's three
of them. This one's really cool. you can
like play [music] as different classes
like a wizard um and a thief and stuff.
And there's other games like um swords
and serpents that um I loved and my
brothers loved when we were growing up.
So a claim was very familiar to us.
What's so funny about the name is that
it was chosen out of spite. So a claim
was founded by ex Activision employees
and they wanted their new publishing
label name to appear above a claim in
alphabetical lists. So they named the
company out of spite which is so funny
and actually Activision uh founded
itself as Activision for the same
reason. They wanted to be above Atari in
other lists. So I I just think it's so
funny that they named their companies
out of spite. I've got a meme that I
post sometimes like different versions
of it but it's called why make games.
Check all that apply. And some of the
reasons you can check include for fun,
for money, for revenge and for spite.
And I just think it's so funny that uh
these companies chose spite as a as a
reason uh to pick their names. So that's
my history with a claim. Um that version
of a claim no longer exists. I believe
believe it was like the mid 2000s uh
when that stopped being a thing. But um
the brand has been picked up by a brand
new team and they're publishing uh indie
games and I think that's so cool
obviously cuz um [music] cuz I'm on
board here and I wanted to take a moment
to spotlight some of the other games
they're publishing uh because uh Pixel
Watcher is obviously not the only game
that they've announced. They did a
really cool they called it the uh the
play acclaim showcase which they
launched on YouTube and I'll put a link
to that in the description and stuff as
well. But this was a really cool kind of
like Nintendo Direct style video they
did where they showed off kind of the
first run um of games that they're
publishing. And you know, naturally I
feel um very close to these uh these
games. I haven't uh played any of them
yet or met any of the devs, but like I'm
excited to do that. I hope I get to do
that someday. But I wanted to enumerate
[music] them to shine a spotlight on
them and kind of give you a feel for um
what a claim is going for because I
really like their strategy of like
throwing out a big net um and publishing
lots of different types of games because
that's the acclaim that I remember that
I grew up with was like sports games and
fighting games and uh sides scrolling
platformers and just all kinds of games.
So the first one is uh Kadina. Cadonaut
is a fast-paced Metroid Vania inspired
action rogue light blending [music]
fluid combat and cosmic horror. The
pixel art looks really cool. I'm a big
fan of cosmic horror stuff. Uh it's one
of my favorite types of um science
fiction and Konaut has um that kind of
gritty dark look. Might remind some
people of something like Dead Cells. Um
very cool looking game. Um I really need
to play it cuz it's out now. You can go
ahead and uh and buy that one now. Next
we have Basketball Classics. And I just
think it's so smart of a claim to
publish uh a game like this because a
lot of people when they think of a claim
they think of NBA Jam because NBA Jam
was a huge franchise back in the day. It
was one of the biggest arcade games
[music]
um ever, right? And because a lot of
plan uh fans are going to be expecting
basketball games like they came right
out of the gate um having one available
and this is another one that's available
today. So that's basketball classics.
It's got a really cool pixel art style,
which obviously I'm making a game called
Pixel [music] Washer, so I'm a big fan
of um pixel art games, so check that out
if that interests you. The Prisoning:
[music] Fletcher's Quest. Uh after a
psychological visit goes terribly wrong,
you find yourself trapped in the mind of
a game developer on the brink of
physical and [music] emotional burnout
during the final stages of an intense
project. This reminds me a little bit of
a game that I made called Indie Games
Sim, [music]
which was a game about you making your
own games for a market a lot like Steam.
And this game is on Steam and uh
manipulating the market, making your own
games to publish there. It's got kind of
a a whimsical style. Again, really
beautiful pixel art and a sidescrolling
platformer format. Hyperuki Snowboard
Syndicate. Race, compete, and explore
the slopes as a colorful cast of unique
characters. This has a really cool
style. I think a lot of people are going
to be reminded of classic games that
were I think was on Dreamcast like um
Jet Grind Radio or Jetet uh Radio, Jetet
Future, like that whole series of kind
of punkish um super stylized very
colorful kind of like bombastic [music]
um sports adjacent games um in in big
cities usually with like that cellshaded
kind of style that something like
Borderlands or or maybe Crackdown had
back in the day. Um very stylized, very
cool looking. I've spent a lot of time
um playing games like these, so [music]
I'm looking forward to checking it out.
In Toss Down, you run, jump, and dash
through chaos, dodging hazards and
enemies as you deliver packages. This
one is uh really fun looking, very again
uh action-packed. Um it doesn't have the
the cell-shaded. It looks kind of more
realistic, but it is stylized. Um very
3D, very cool looking. Uh what's funny
about this one is uh the developer Fur
had actually um read my book, How to
Make a Video Game All by Yourself, which
you can also see back there. Uh and they
listed it as something that helped them
inspire them to to make a game by
themselves. Um and then now we're both
having our games published under the
same label. Like how how cool is that,
right? Oh yeah, it builds itself as
Crazy Taxi meets Jetset Radio. So that's
yeah, that that tracks [music] grid beat
dungeons, danger rhythm, action. You
just hacked into the biggest corporation
in the world and stole an unfeasibly
valuable amount of data, but getting in
was the easy part. This is a really
stylized game. Uh, this was something
that I think they showed first in the
Acclaim Showcase. Very stylized. Uh,
looks like a classic arcade game. It's
got that kind of Geometry Wars look and
it's got like fast-paced um, frenetic
gameplay. [music] Uh, looks really cool.
Ground Zero Hero is an action rogike
with light survival elements set in a
post-apocalyptic wasteland. And I
haven't played this one yet. It's not
out yet, but it looks really cool. And
the vibes that I get remind me a lot of,
now this is not a uh a claim game, but
uh if you ever played or heard of Tow
Jam and Earl, um my brothers and I used
to play this all the time growing up.
And we didn't even realize, but like
this this is a rogike [music] or rogue
light, I guess you'd call it. But that's
that's how the game was designed. And I
played this a million years before I'd
even um before I'd even heard of Rogue.
And I could be wrong that uh the about
the vibes, but that's what I get um is
that Tow Jam and Earl kind of like
surrealist kind of like whimsical and
very [music] wacky feel. And uh that's
that's the look and feel I get when I
look at Ground Zero Hero, but it looks
like a lot of fun. I used to love these
games growing up. And then Taka and uh
forgive me if I mispronounced any of
these. I'm I'm just getting to know
these games like like you probably are.
But dive into a handpainted world where
myths come alive and turn against you.
Uh, the handpainted aspect really gets
me like like I'm an artist and I I just
love it when people create things with
their hands and this game has that
really cool kind of gritty look to it,
you know? It it looks handmade and it
feels handmade, but it still uh looks
and feels super stylized and polished.
It reminds me a lot of Shadow of the
Beast, which was a game uh was like late
80s, early 90s, but it looked beautiful.
was a sidescrolling platformer. Uh, and
it was showing off the tactical things
you could do with the the new fancy
hardware they had that that uh, you
know, decades ago. Um, but in Taka, the
gameplay looks like way way tighter and
way more polished and more fun. And then
obviously there's my game Pixel Washer,
which I think is an interesting choice
because it kind of gives something for
everyone, right? Like if you're looking
for a cosmic horror game, you've got
Catonaut. If you're looking for like
more of a frenetic arcade uh
action-packed kind of um abstract
looking game, you've got Gridbe. Um but
if you're a chill gamer and you just
want to have a relaxing time and you're
looking for something minimalist
minimalist, looking for something
minimalist and simple that you could
just spend some evenings with just
relaxing and uh power watching pixels,
you've got pixel washer in there, too.
And I love that we kept the the key art
that I made a while back where I u used
my fancy camera here to take like real
photos of diuramas that I had made
because um that was inspired by games of
that acclaim era such as Super Mario
Brothers 2. Famously, there was a
Nintendo Power cover where they had uh I
think it was like made of clay or
something like that, but you know, an
actual Mario character there, King Frog
in the background. And you know, some of
those pixelated games back in the day
would use like photos of real things to
help promote their game. And that's what
I did with Pixel Washer. And I love that
we're kind of keeping that going. So, a
question I've had a lot since I signed
this deal was why sign with a publisher?
Uh, I would say that most indie game
devs I talk to are self-publishing and
and I've done that and I get that and I
do like think in general that that's
kind of the way to go. And when working
on Pixelwasher, my plan was to just go
ahead and self-publish. My plan actually
was to launch uh the demo with the Steam
NextFest earlier this year back in June.
And then probably a month later or so,
pretty pretty soon after that NextFest
to go ahead and launch it. And it would
have been scoped down way more. It
wouldn't have had this whole game loop.
I think it probably just would have been
a collection of a bunch of levels to
watch just in a cycle. So like a a way
simpler game. But there's four main
reasons that I wanted to work with a
publisher. Number one is I got to expand
the scope of Pixel Watcher
significantly. So I wanted to spend
another year on the game, but I didn't
really have the runway for that. And so
with a claim, I have the ability to do
that now as I got to spend about another
year working on the game and and making
it better. Reason number two is I get to
focus on making the game explicitly
without having to worry as much about
marketing, localization, porting, and
some other stuff. Because as a solo dev,
as many of you, I'm sure know, when
you're making the game all by yourself,
you've got to make the whole game, but
you also in the back of your mind,
you're worrying about things like
marketing, you're worrying about things
like QA and localization, and you know,
you need other people's help for certain
parts of of the whole process, right?
And so being able to depend upon other
people to help me out with like the
marketing especially, which I don't
think I'm particularly good at. Um that
has been so liberating for me. Like the
last several months I've been able to
focus full-time just on making Pixel
Watcher a decent game. And like that's
that's such a load off, right? That I
know I've got a team helping me out with
with the other stuff. Reason three is I
can take Pixelasher further than I could
on my own. and and this I know for
certain because the game would already
be out by now. Um I had very low
expectations for what the game would do,
right? And getting to work on it for
another year. I'm going to be able to
make the game way better. having people
on the team who are out there making
connections, talking to content creators
and stuff like that, helping me week by
week, uh, make sure I'm on track,
helping me with production, getting me
um, anything, any support that I need,
having them there to help me with that.
I know for sure I can take Pixel Washer
further with the help of a claim than I
could have on my own. So, I I wanted to
work with them for that reason. And then
reason four is the most important reason
to me. It's because while I have
self-published games before, I have not
worked with a publisher in this capacity
before. So regardless of anything else
happening, I wanted to do it just
because it's an experience I didn't
have, right? And I've already been
learning so much. I've improved all my
documentation. I've hired some people,
some contractors to come on board and
help me with the game. Um, I'm learning
new skills. I'm exercising muscles I
haven't used in in ages or maybe didn't
even have. So I've had to develop new
skills as I go. And so not having
published with a publisher before, that
was my main reason that I wanted to do
it is just to get that experience of
having done it. If you haven't
self-published a game on Steam before or
any major platform like the Play Store
for Android or or really anything like
that, I recommend doing that. I I would
recommend doing the whole process. you
know, come up with a concept, make the
game, publish it, get it out there. You
don't even have to worry too much about
like marketing and trying to get sales
for your first game, right? You can just
get it out the door and see the whole
process top to bottom, right? I think
that once you've done that, you'll have
a way better perspective on the whole
thing to see whether you would want to
work with a publisher and if you decide
to, what that relationship would look
like. So, I think that's the best thing
to do is if you haven't done it before,
um, go ahead and self-publish and then,
you know, maybe game two or or five or
whatever, um, if you're interested in
it, then you could start talking to
publishers. So, that's it. I wanted to
get the word out there. I want to let
everybody know what's going on with the
game. I have more things that I want to
put out there. Um, I posted an article
on my website, vladria.com. How I got a
publisher for my indie game where I
spell through the steps of like I did
this first, I made a demo, I met some
people, uh, made some connections, you
know. Um, if that's interesting, check
out the article and maybe I'll make a
another episode where I kind of talk
through that um, with you. Another one
is um, six things that I think helped me
find a publisher. And those are just the
the tips I can give for like this is
what worked for me and this will might
work for you as well. [music] So uh stay
tuned if those interest you. Um I'd also
love to see you in the Vadria Discord
and of course I would appreciate it if
you would add Pixelasher to your Steam
watch list and uh on the article I'll
link to Acclaim is publishing my game
Pixelwasher. There will be links to all
the other really cool looking indie
games that Ala is publishing. So uh
really exciting times ahead. Thanks for
watching and good luck with your game.
Ask follow-up questions or revisit key timestamps.
The developer shares their excitement about partnering with the new publishing label Acclaim to release their upcoming cozy, minimalist game, Pixelwasher. The video details the game's mechanics and explains the decision to work with a publisher, highlighting the benefits of increased development scope, professional marketing support, and gaining new industry experience. Additionally, the creator highlights several other diverse titles currently being published by Acclaim and offers advice to other indie developers on navigating the self-publishing vs. working with a publisher route.
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