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Publishing my indie game with Acclaim

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Publishing my indie game with Acclaim

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469 segments

0:00

My upcoming game, Pixelwasher, is being

0:01

published by Acclaim, and I'm really

0:03

excited about this. So, I wanted to talk

0:05

to you about Pixelasher itself and

0:08

Acclaim and how the two are going to

0:10

work together to hopefully bring you a

0:12

great game. This is really big news for

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me. It's a big step up and I'm excited

0:16

to tell you all about it. So, let's jump

0:18

in. So, first off with Pixel Washer. It

0:20

is a chill, relaxing game [music] about

0:23

powerwashing pixels. It's very simple.

0:25

It's meant to be a wholesome, cozy game.

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It's pretty minimalist and [music] you

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can right now add it to your steam wash

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list. In Pixel Washer, you pick a job to

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wash. You go to that level. You power

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wash everything. You spray it with your

0:39

power washer or you shoot water

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projectiles at it until everything's

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washed. Very simple gameplay, very

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satisfying, very straightforward. Once

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you're done, you get paid for your job.

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Uh on your way back home, you can see

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your expenses, how much gas you spent,

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how much fluid for washing stuff you

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spent, and then you get paid for that.

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And you're done. You're back at your

1:00

headquarters. There you have a store

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where you can buy stuff. You can upgrade

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your power washer. You can buy new guns.

1:06

You can buy better transportation.

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And uh you can also upgrade upgrade your

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headquarters a little bit. But that's

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the whole game loop. You pick another

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job, you get paid, you get back to your

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headquarters, upgrade stuff, and then

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you rinse and you repeat. If that sounds

1:21

fun to you, go uh add Pixel Washer to

1:24

your Steam watch list. So, A Claim is a

1:28

new publishing label under the classic

1:30

banner, A Claim, that some of you might

1:32

know from the 80s, 90s, and 2000s. Uh,

1:36

if you're not familiar with the claim

1:38

itself, you're surely familiar with some

1:40

of the giant franchises they've

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published over the years. And that

1:43

includes big games like NBA Jam, Mortal

1:47

Kombat, Tur Rock, Shadowman, there's a

1:51

bunch. And in my household growing up,

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um, they were a household name. Like

1:57

I've got some of my very, um, favorite

1:59

games right here. Um, this is Wizards

2:01

and Warriors was one of my very favorite

2:03

games. Uh, I used to rent this at the

2:05

local um video store. It was two bucks a

2:08

night and at the time that was my weekly

2:11

allowance. So sometimes the only thing I

2:13

got to spend any money on was renting

2:16

Wizards and Warriors and getting to play

2:17

it for a day. Um, there's also uh Iron

2:22

Sword Wizards and Warriors 2, one of my

2:24

favorites. I loved this game and its

2:25

music so much that I made a remix uh as

2:29

a college project weirdly um from one of

2:31

the [music] songs. I'll probably be

2:33

playing that in the background now and

2:35

I'll put a link in the description or

2:38

whatever, but you can go listen to that.

2:40

Um I played real guitar in that. It was

2:42

part of the assignment is I had to

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record a musical instrument. Everything

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else I made, you know, with a with a

2:46

mouse in

2:47

>> [music]

2:47

>> um Qbase. And then Wizards and Warriors

2:49

3. I I love these games. There's three

2:51

of them. This one's really cool. you can

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like play [music] as different classes

2:54

like a wizard um and a thief and stuff.

2:57

And there's other games like um swords

2:58

and serpents that um I loved and my

3:01

brothers loved when we were growing up.

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So a claim was very familiar to us.

3:05

What's so funny about the name is that

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it was chosen out of spite. So a claim

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was founded by ex Activision employees

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and they wanted their new publishing

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label name to appear above a claim in

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alphabetical lists. So they named the

3:20

company out of spite which is so funny

3:22

and actually Activision uh founded

3:25

itself as Activision for the same

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reason. They wanted to be above Atari in

3:29

other lists. So I I just think it's so

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funny that they named their companies

3:33

out of spite. I've got a meme that I

3:36

post sometimes like different versions

3:38

of it but it's called why make games.

3:40

Check all that apply. And some of the

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reasons you can check include for fun,

3:45

for money, for revenge and for spite.

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And I just think it's so funny that uh

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these companies chose spite as a as a

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reason uh to pick their names. So that's

3:57

my history with a claim. Um that version

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of a claim no longer exists. I believe

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believe it was like the mid 2000s uh

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when that stopped being a thing. But um

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the brand has been picked up by a brand

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new team and they're publishing uh indie

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games and I think that's so cool

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obviously cuz um [music] cuz I'm on

4:15

board here and I wanted to take a moment

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to spotlight some of the other games

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they're publishing uh because uh Pixel

4:21

Watcher is obviously not the only game

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that they've announced. They did a

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really cool they called it the uh the

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play acclaim showcase which they

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launched on YouTube and I'll put a link

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to that in the description and stuff as

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well. But this was a really cool kind of

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like Nintendo Direct style video they

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did where they showed off kind of the

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first run um of games that they're

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publishing. And you know, naturally I

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feel um very close to these uh these

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games. I haven't uh played any of them

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yet or met any of the devs, but like I'm

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excited to do that. I hope I get to do

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that someday. But I wanted to enumerate

4:54

[music] them to shine a spotlight on

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them and kind of give you a feel for um

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what a claim is going for because I

5:00

really like their strategy of like

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throwing out a big net um and publishing

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lots of different types of games because

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that's the acclaim that I remember that

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I grew up with was like sports games and

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fighting games and uh sides scrolling

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platformers and just all kinds of games.

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So the first one is uh Kadina. Cadonaut

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is a fast-paced Metroid Vania inspired

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action rogue light blending [music]

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fluid combat and cosmic horror. The

5:26

pixel art looks really cool. I'm a big

5:28

fan of cosmic horror stuff. Uh it's one

5:30

of my favorite types of um science

5:32

fiction and Konaut has um that kind of

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gritty dark look. Might remind some

5:37

people of something like Dead Cells. Um

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very cool looking game. Um I really need

5:43

to play it cuz it's out now. You can go

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ahead and uh and buy that one now. Next

5:46

we have Basketball Classics. And I just

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think it's so smart of a claim to

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publish uh a game like this because a

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lot of people when they think of a claim

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they think of NBA Jam because NBA Jam

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was a huge franchise back in the day. It

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was one of the biggest arcade games

6:02

[music]

6:02

um ever, right? And because a lot of

6:06

plan uh fans are going to be expecting

6:08

basketball games like they came right

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out of the gate um having one available

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and this is another one that's available

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today. So that's basketball classics.

6:15

It's got a really cool pixel art style,

6:17

which obviously I'm making a game called

6:18

Pixel [music] Washer, so I'm a big fan

6:20

of um pixel art games, so check that out

6:22

if that interests you. The Prisoning:

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[music] Fletcher's Quest. Uh after a

6:26

psychological visit goes terribly wrong,

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you find yourself trapped in the mind of

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a game developer on the brink of

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physical and [music] emotional burnout

6:32

during the final stages of an intense

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project. This reminds me a little bit of

6:36

a game that I made called Indie Games

6:38

Sim, [music]

6:38

which was a game about you making your

6:41

own games for a market a lot like Steam.

6:44

And this game is on Steam and uh

6:46

manipulating the market, making your own

6:48

games to publish there. It's got kind of

6:50

a a whimsical style. Again, really

6:52

beautiful pixel art and a sidescrolling

6:54

platformer format. Hyperuki Snowboard

6:57

Syndicate. Race, compete, and explore

6:59

the slopes as a colorful cast of unique

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characters. This has a really cool

7:03

style. I think a lot of people are going

7:04

to be reminded of classic games that

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were I think was on Dreamcast like um

7:09

Jet Grind Radio or Jetet uh Radio, Jetet

7:12

Future, like that whole series of kind

7:14

of punkish um super stylized very

7:16

colorful kind of like bombastic [music]

7:20

um sports adjacent games um in in big

7:23

cities usually with like that cellshaded

7:26

kind of style that something like

7:27

Borderlands or or maybe Crackdown had

7:30

back in the day. Um very stylized, very

7:32

cool looking. I've spent a lot of time

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um playing games like these, so [music]

7:35

I'm looking forward to checking it out.

7:37

In Toss Down, you run, jump, and dash

7:39

through chaos, dodging hazards and

7:40

enemies as you deliver packages. This

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one is uh really fun looking, very again

7:46

uh action-packed. Um it doesn't have the

7:48

the cell-shaded. It looks kind of more

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realistic, but it is stylized. Um very

7:53

3D, very cool looking. Uh what's funny

7:56

about this one is uh the developer Fur

7:58

had actually um read my book, How to

8:01

Make a Video Game All by Yourself, which

8:03

you can also see back there. Uh and they

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listed it as something that helped them

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inspire them to to make a game by

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themselves. Um and then now we're both

8:12

having our games published under the

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same label. Like how how cool is that,

8:16

right? Oh yeah, it builds itself as

8:18

Crazy Taxi meets Jetset Radio. So that's

8:20

yeah, that that tracks [music] grid beat

8:22

dungeons, danger rhythm, action. You

8:24

just hacked into the biggest corporation

8:26

in the world and stole an unfeasibly

8:27

valuable amount of data, but getting in

8:29

was the easy part. This is a really

8:31

stylized game. Uh, this was something

8:33

that I think they showed first in the

8:34

Acclaim Showcase. Very stylized. Uh,

8:37

looks like a classic arcade game. It's

8:39

got that kind of Geometry Wars look and

8:41

it's got like fast-paced um, frenetic

8:44

gameplay. [music] Uh, looks really cool.

8:46

Ground Zero Hero is an action rogike

8:49

with light survival elements set in a

8:51

post-apocalyptic wasteland. And I

8:53

haven't played this one yet. It's not

8:54

out yet, but it looks really cool. And

8:57

the vibes that I get remind me a lot of,

9:00

now this is not a uh a claim game, but

9:02

uh if you ever played or heard of Tow

9:05

Jam and Earl, um my brothers and I used

9:07

to play this all the time growing up.

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And we didn't even realize, but like

9:10

this this is a rogike [music] or rogue

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light, I guess you'd call it. But that's

9:14

that's how the game was designed. And I

9:15

played this a million years before I'd

9:17

even um before I'd even heard of Rogue.

9:19

And I could be wrong that uh the about

9:23

the vibes, but that's what I get um is

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that Tow Jam and Earl kind of like

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surrealist kind of like whimsical and

9:29

very [music] wacky feel. And uh that's

9:31

that's the look and feel I get when I

9:33

look at Ground Zero Hero, but it looks

9:34

like a lot of fun. I used to love these

9:36

games growing up. And then Taka and uh

9:38

forgive me if I mispronounced any of

9:40

these. I'm I'm just getting to know

9:41

these games like like you probably are.

9:43

But dive into a handpainted world where

9:45

myths come alive and turn against you.

9:47

Uh, the handpainted aspect really gets

9:50

me like like I'm an artist and I I just

9:52

love it when people create things with

9:54

their hands and this game has that

9:56

really cool kind of gritty look to it,

9:58

you know? It it looks handmade and it

10:00

feels handmade, but it still uh looks

10:03

and feels super stylized and polished.

10:06

It reminds me a lot of Shadow of the

10:09

Beast, which was a game uh was like late

10:12

80s, early 90s, but it looked beautiful.

10:15

was a sidescrolling platformer. Uh, and

10:18

it was showing off the tactical things

10:20

you could do with the the new fancy

10:22

hardware they had that that uh, you

10:24

know, decades ago. Um, but in Taka, the

10:27

gameplay looks like way way tighter and

10:29

way more polished and more fun. And then

10:31

obviously there's my game Pixel Washer,

10:33

which I think is an interesting choice

10:35

because it kind of gives something for

10:38

everyone, right? Like if you're looking

10:39

for a cosmic horror game, you've got

10:41

Catonaut. If you're looking for like

10:44

more of a frenetic arcade uh

10:46

action-packed kind of um abstract

10:50

looking game, you've got Gridbe. Um but

10:52

if you're a chill gamer and you just

10:54

want to have a relaxing time and you're

10:55

looking for something minimalist

10:57

minimalist, looking for something

10:59

minimalist and simple that you could

11:01

just spend some evenings with just

11:02

relaxing and uh power watching pixels,

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you've got pixel washer in there, too.

11:07

And I love that we kept the the key art

11:10

that I made a while back where I u used

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my fancy camera here to take like real

11:14

photos of diuramas that I had made

11:16

because um that was inspired by games of

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that acclaim era such as Super Mario

11:22

Brothers 2. Famously, there was a

11:24

Nintendo Power cover where they had uh I

11:27

think it was like made of clay or

11:29

something like that, but you know, an

11:30

actual Mario character there, King Frog

11:33

in the background. And you know, some of

11:35

those pixelated games back in the day

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would use like photos of real things to

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help promote their game. And that's what

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I did with Pixel Washer. And I love that

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we're kind of keeping that going. So, a

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question I've had a lot since I signed

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this deal was why sign with a publisher?

11:50

Uh, I would say that most indie game

11:51

devs I talk to are self-publishing and

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and I've done that and I get that and I

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do like think in general that that's

11:56

kind of the way to go. And when working

11:58

on Pixelwasher, my plan was to just go

12:00

ahead and self-publish. My plan actually

12:02

was to launch uh the demo with the Steam

12:05

NextFest earlier this year back in June.

12:08

And then probably a month later or so,

12:11

pretty pretty soon after that NextFest

12:12

to go ahead and launch it. And it would

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have been scoped down way more. It

12:16

wouldn't have had this whole game loop.

12:18

I think it probably just would have been

12:19

a collection of a bunch of levels to

12:22

watch just in a cycle. So like a a way

12:24

simpler game. But there's four main

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reasons that I wanted to work with a

12:29

publisher. Number one is I got to expand

12:31

the scope of Pixel Watcher

12:32

significantly. So I wanted to spend

12:35

another year on the game, but I didn't

12:37

really have the runway for that. And so

12:40

with a claim, I have the ability to do

12:43

that now as I got to spend about another

12:44

year working on the game and and making

12:47

it better. Reason number two is I get to

12:50

focus on making the game explicitly

12:53

without having to worry as much about

12:55

marketing, localization, porting, and

12:58

some other stuff. Because as a solo dev,

13:01

as many of you, I'm sure know, when

13:03

you're making the game all by yourself,

13:05

you've got to make the whole game, but

13:07

you also in the back of your mind,

13:08

you're worrying about things like

13:09

marketing, you're worrying about things

13:11

like QA and localization, and you know,

13:14

you need other people's help for certain

13:17

parts of of the whole process, right?

13:19

And so being able to depend upon other

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people to help me out with like the

13:23

marketing especially, which I don't

13:25

think I'm particularly good at. Um that

13:27

has been so liberating for me. Like the

13:29

last several months I've been able to

13:31

focus full-time just on making Pixel

13:34

Watcher a decent game. And like that's

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that's such a load off, right? That I

13:40

know I've got a team helping me out with

13:41

with the other stuff. Reason three is I

13:44

can take Pixelasher further than I could

13:46

on my own. and and this I know for

13:48

certain because the game would already

13:50

be out by now. Um I had very low

13:52

expectations for what the game would do,

13:55

right? And getting to work on it for

13:58

another year. I'm going to be able to

13:59

make the game way better. having people

14:01

on the team who are out there making

14:03

connections, talking to content creators

14:05

and stuff like that, helping me week by

14:08

week, uh, make sure I'm on track,

14:10

helping me with production, getting me

14:12

um, anything, any support that I need,

14:15

having them there to help me with that.

14:17

I know for sure I can take Pixel Washer

14:20

further with the help of a claim than I

14:22

could have on my own. So, I I wanted to

14:24

work with them for that reason. And then

14:26

reason four is the most important reason

14:29

to me. It's because while I have

14:31

self-published games before, I have not

14:33

worked with a publisher in this capacity

14:35

before. So regardless of anything else

14:38

happening, I wanted to do it just

14:40

because it's an experience I didn't

14:41

have, right? And I've already been

14:44

learning so much. I've improved all my

14:46

documentation. I've hired some people,

14:48

some contractors to come on board and

14:50

help me with the game. Um, I'm learning

14:52

new skills. I'm exercising muscles I

14:55

haven't used in in ages or maybe didn't

14:57

even have. So I've had to develop new

14:59

skills as I go. And so not having

15:02

published with a publisher before, that

15:04

was my main reason that I wanted to do

15:06

it is just to get that experience of

15:07

having done it. If you haven't

15:09

self-published a game on Steam before or

15:13

any major platform like the Play Store

15:15

for Android or or really anything like

15:17

that, I recommend doing that. I I would

15:19

recommend doing the whole process. you

15:22

know, come up with a concept, make the

15:24

game, publish it, get it out there. You

15:27

don't even have to worry too much about

15:28

like marketing and trying to get sales

15:30

for your first game, right? You can just

15:33

get it out the door and see the whole

15:35

process top to bottom, right? I think

15:38

that once you've done that, you'll have

15:40

a way better perspective on the whole

15:42

thing to see whether you would want to

15:44

work with a publisher and if you decide

15:46

to, what that relationship would look

15:49

like. So, I think that's the best thing

15:51

to do is if you haven't done it before,

15:53

um, go ahead and self-publish and then,

15:56

you know, maybe game two or or five or

15:58

whatever, um, if you're interested in

16:00

it, then you could start talking to

16:02

publishers. So, that's it. I wanted to

16:04

get the word out there. I want to let

16:05

everybody know what's going on with the

16:07

game. I have more things that I want to

16:10

put out there. Um, I posted an article

16:12

on my website, vladria.com. How I got a

16:15

publisher for my indie game where I

16:17

spell through the steps of like I did

16:19

this first, I made a demo, I met some

16:21

people, uh, made some connections, you

16:24

know. Um, if that's interesting, check

16:26

out the article and maybe I'll make a

16:28

another episode where I kind of talk

16:30

through that um, with you. Another one

16:33

is um, six things that I think helped me

16:37

find a publisher. And those are just the

16:39

the tips I can give for like this is

16:41

what worked for me and this will might

16:43

work for you as well. [music] So uh stay

16:45

tuned if those interest you. Um I'd also

16:48

love to see you in the Vadria Discord

16:51

and of course I would appreciate it if

16:53

you would add Pixelasher to your Steam

16:55

watch list and uh on the article I'll

16:57

link to Acclaim is publishing my game

16:59

Pixelwasher. There will be links to all

17:01

the other really cool looking indie

17:03

games that Ala is publishing. So uh

17:06

really exciting times ahead. Thanks for

17:08

watching and good luck with your game.

Interactive Summary

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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