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Norman 🐸 A Frog’s Tale
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Norman 🐸 A Frog’s Tale
@NormanFrog
Creator of @AFrogsTaleGame 🐸 ~ Small frog with big dreams ⭐️ Kickstarter: https://t.co/0rINkN1sTG
Minneapolis, MN Katılım Kasım 2014
1.9K Takip Edilen6.5K Takipçiler

@DeputyARUUU I did something similar in Japan lol, though not nearly as much money. I bought a bottle of champagne that I thought was $30 but it was $300 😭
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Interestingly, today my first YouTube video about the games industry gained 23,000 views. Which I'm grateful for.
I am, however, surprised that some comments have said the natural pauses I take between sentences are distracting. I have since been reminded that people are used to TikTok style hyper editing where all breathes are edited out leaving zero room for air.
I do not think I can comfortably comform to that editing style, but will make concessions where it makes sense.
Del@TheCartelDel
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@devkidd_ So many hidden features! Planning on purchasing some of your aseprite extensions btw, they look awesome :)
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@LudwigAhgren incredible content. the hard work was worth! thank you and the team for doing this
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16 days and 4,000 kilometers later we crossed China. We ate like people in China, smoked like people in China, and spoke like absolute idiots never before seen in China.
This trip was harder than last years. Getting sick, navigating the magical 207, and failing to say the word hotel every night all the while referring to myself as “p*ssy burger” took its toll
I’m lucky to be able to do this cat line with Michael. It’s not easy to find someone you can spend everyday and every night without some tensions brewing- but I could hangout with that dude everyday until I die and never get sick of him.
A big thank you to my crew who are the only reason anyone was able to follow our journey and turn the hours of chaos into an actual series. Editors, translators, producers, fixers, assistants, designers, a dude named Li, and many more people are the reason tip2tip exists.
A special thanks to Cam, Dan, Alicia, Dave, Lucky, and Zhang Wei who followed us in an RV for 16 days <3
Finally, shoutout everyone in China the people there were unforgettably nice to two white colored foreigners riding motorcycles across China 🇨🇳😄✊




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@smks_studios THESE RULE. I prefer v1 but mannnn they're both awesome
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We're updating Adira's slash VFX - which version do you prefer? Wavy & chaotic, or more angular swipes? ⚔️
#indiedev #animation
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In my experience it has been there are two types
a) the ones that have little to offer, barely communicate, have no clear plan or interest other than hoping to maybe 'cash in' on a potential success under unreasonable conditions.
b) the legitimate proven quality publishers who have a clear plan and the resources behind them to elevate your game but then have 100s of games to choose from so are almost impossible to land a deal with.
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@SweeeetJelly @shadeprotocolGM What does PF mean in this context??
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@shadeprotocolGM @NormanFrog Have you consider PF? you can get a lot of support from that community as well.
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@shadeprotocolGM Best of luck with the Kickstarter! If you need any insight or advice from somebody who's done it before, my inbox is open :)
It sounds like you know what you're looking for and are prepared when it comes to negotiations. I'm confident you're going to crush it.
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We've been self-funding, but it's very difficult since we've been lucky enough to get a great reception. People expect more from our game than we probably could afford to fund ourselves, so we're going to Kickstarter. As for publishers, we're talking to a few great ones.
I'm thinking that what's most important is for them to value add to the game with some clear specifics:
* No IP ownership or creative control
* Breadth of services (QA/localization/physical/etc.)
* Strong marketing that is not solely event-based
* Lower/sensible recoup percentages (this is key)
* Some sort of performance guarantee (important)
There are many other things like sequel rights, rights of first refusal, and more that are worth discussing, but it's all a conversation.
As of right now, we're doing our best to self-fund but we'll see what the future holds in the next few weeks as we approach our Kickstarter!
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Underworld Fire Animation
Pixel Art for Ninja Gaiden: Ragebound
#pixelart #NinjaGaidenRagebound
GIF
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@CosmicBoogaloo You nailed the two biggest benefits. If you don’t need development funding or require publisher services like marketing, distribution, QA, localization, etc then it probably makes more sense to self-publish.
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@NormanFrog I’m curious about this because so new I’m wondering at what point should you even consider pitching to publishers. How necessary is it to even seek them out aside from help with money and marketing like what other benefits are there? I need to look more into pitch decks too.
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@aNichiporchik Thank you for your reply and insight!! I’m confident we are in a position to overcome those 2 risks. I’ll send in our materials :)
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I really need to update those materials!
It’s always worth to pitch again. Some of our biggest games evolved during their pitch, and then more after development. If you show progress you’ve made it’s always good to see. The biggest risk is first marketability, figuring out how to sell the game. The second risk is ability to deliver and pivot if necessary.
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@simplegamee I can certainly understand this viewpoint.
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@SkunkDev Best of luck with your pitches! You got this 💪
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@NormanFrog Gearing up to pitch to publishers soon
It's been years since we've last pitched so it'll be interesting to see how/if the market and process has changed
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