The art of getting a publisher to say YES to your game.
Don't start with the demo. Start by posting your build in progress every week until people are actually wishlisting it.
Publishers don't fund great games. They fund games that already have traction.
Once you have that, THEN go to them.
the full breakdown👇
Why showing off your full gameplay is basically pointless.
Investors and players don't watch your game. They watch the first 3-5 seconds of your best clip and decide everything from there.
One of the clips hit 1M+ views across YouTube, Instagram, X and TikTok, not because the game was complex, but because of one simple mechanic nobody had seen before. That's it. That's the whole hook.
If your first 5 seconds don't make someone feel something, the rest of the game doesn't matter.
Saba Danelia retweeted
Every year, 100,000+ games get released. Publishers remember maybe 5.
Not because those 5 have the best graphics or the biggest budget.
Because they're the only ones that proved people actually wanted them before anyone pitched a thing.
We got 7-8 investors lined up for our game without reaching out to a single one. Here's exactly how.
Link to the video in the first comment.
Every year, 100,000+ games get released. Publishers remember maybe 5.
Not because those 5 have the best graphics or the biggest budget.
Because they're the only ones that proved people actually wanted them before anyone pitched a thing.
We got 7-8 investors lined up for our game without reaching out to a single one. Here's exactly how.
Link to the video in the first comment.
Saba Danelia retweeted
Why most indie games are doomed before they even launch.
It's never the gameplay. Devs can build something genuinely great and still watch it die.
The games that fail aren't the ones with bad ideas.
They're the ones where the developer never figured out marketing, never put themselves out there, never learned how to sell the idea.
You can have amazing gameplay and still lose, because nobody ever saw it.
Why most indie games are doomed before they even launch.
It's never the gameplay. Devs can build something genuinely great and still watch it die.
The games that fail aren't the ones with bad ideas.
They're the ones where the developer never figured out marketing, never put themselves out there, never learned how to sell the idea.
You can have amazing gameplay and still lose, because nobody ever saw it.







