Print It and Ship It- by Adam's Apple Games
Why it's unique:
You can pitch your game to us on the show, and hear feedback broadcasted on the podcast.
We're an indie publisher, but that means we're hands on throughout the entire process to make our games come to life. If there's a part of the game design or publishing process, we've probably done it or attempted it.
We're an open book. Just ask if you have a question and we'll help identify some potential pitfalls to give you the confidence to push forward.
Our credentials:
Swordcrafters (2018)
Swordcrafters: Expanded Edition (2018)
Truck Off: The Food Truck Frenzy (2017)
Brewin' USA (2015)
If you have any requests for episode topics, just let me know!
This is a great suggestion! Adding it to the short queue of episode topics :).
I'll can expand a lot on this as a topic on the podcast. However here's a quick reply. From my experience, I generally bucket costs into artwork, prototypes, and marketing. I feel like I have a few good tips and tricks to keep costs low. My pre-kickstarter budget is usually less than $2-3k per game which I'm pretty proud of keeping costs low and still having stellar artwork. Sourcing artwork with a small budget is generally the most challenging and where extra costs can crop up when your backers start pushing for stretch goals. Also gaining enough marketing push on a shoe-string budget is another trick worth talking about. It's extremely tempting to chase marketing with new budget once the kickstarter is live, and even more important to have high confidence in your pre-marketing spend and plan.