I have been making games since the year 2000, in this time my games have won numerous awards and many of them have been critically acclaimed. I have performed many different roles in game making; from making sprite art, audio editing, beta testing, coding, designing and being a team leader.

These experiences have led me to develop my skills as a videogame developer and it’s an ideal job for me, one that I had always dreamt of ever since I was little. Recently, I have ventured into releasing commercial games including updating my older projects into more commercial and presentable. My first commercially released game is called Save Your Mother.

Despite making games for long, I try and learn a bit something new every time I start new project and love to experiment on new areas and go away from my comfort zones.
Scarred Stars: Traumatic...
Enter amusement park from hell and escape with your sanity - if you can!



Strangers of the Power

=P wouldn't have minded that much if those 150 showed up earlier, but THIS is just plain unfair...

Actually, 150 entries is not 150 users. Many users did multiple actions that gave them multiple entries. You were able to do many of those tasks especially the daily one to increase your entry numbers.

Strangers of the Power

26 out of 246. In a single day, there had to be 150 new ones. Lemme guess, the answer would've been here already?

Yes, I mailed all the winners already.

Would you be interested in publisher services?

When did I say that I would make trailers for anyone?

What questions am I missing?
You want to publish peoples games, marketing is a big, if not the biggest part of publishing and trailers are the most important and direct way of marketing a game. If you are going to publish peoples games you need to be able to deliver on absolutely killer game trailers. How much simpler can it get?

If you cant get something as simple as trailers right for your own projects, how can people trust you to deliver on marketing OTHER peoples projects?

Yeah, Strangers of the Power is quite a simple, rainy afternoon type of a game. I think the price is fair for it and reviews agree on that. It's a simple game with a simple trailer.

Again, the dragon game's hard one to market and make a trailer about. It's one of those "Wildcard" types of games that most publishers wouldn't dare even touch because of the subject matter. It's not really because of my lack of video editing skills or my lack of marketing, but rather it really is a hard to market a game about a personal inner struggles of a transsexual dragon and her hermaphrodite lover that's not porn.

I didn't make Save Your Mother's trailer.

Would you be interested in publisher services?

Not really sidetracked considering you're ignoring the fact that you can't make trailers, which is a big deal since you're asking for people to come on board with you to sell their games. While that part of the process is on them and not on you, it doesn't exactly inspire confidence for you to sell their games.

You also just have tunnel vision on questions you don't like, so that's a red flag.

When did I say that I would make trailers for anyone?

What questions am I missing?

Would you be interested in publisher services?

You mean, you can play as a transgender dragon in every other RPG Maker game about sexual and personal discovery?
I didn't say your game concept of exploring sexuality and personal discovery was the same as every other RPG Maker Game out there, I said the way your games are presented in those trailers look the same as every other RPG Maker Game out there. If your game does have a focus on being a transgender dragon the trailer certainly doesn't make that concept look remotely exciting or interesting. The music, the shots you have chosen, the text overlays, the pacing, it all screams inexperience, not just as a trailer editor but also as a game designer and writer.

I bring this up because as a publisher with a focus on social media for marketing you NEED to be able to deliver on trailers that are going to get peoples attention. Arguably they are the most powerful tool you have for selling your game to consumers. There is no evidence based on the history of your releases that you can do this.

The fact you tried to defend what I said about your trailers by talking about the content of the games themselves shows your misunderstanding of how marketing works.

Actually, not at all. It'd be really hard to show any of the sexual self exploration stuff in a PG rated trailer. The dragon game's really hard game to make trailer about because it's got so heavy emphasis on character and story, so the whole video would be nothing but talking nonstop and that'd not be a good indication of the game as a whole either. Potentially, what I was thinking was make another video that showcases the storyline itself but that'd be really hard to summarize so fast without spoiling too much. It's a really difficult game to make a video about, because of this reason.

The game's released as Early Access with the placeholder graphics that I will update. Game has a lot of custom stuff and non RTP stuff, from the character art to sprites. I will hopefully have better animated characters too but I had the problem of the old spriter dissapearing (and I've yet to find a decent replacement) so I have to release the game without the fancy graphics that I wanted, with just placeholders that I made myself using character generator.

Regardless, this is getting sidetracked from the original subject matter.

Would you be interested in publisher services?

Playing a transgender dragon sounds awful.

You can play male if you'd prefer.

Would you be interested in publisher services?

I don't share sales numbers because that sort of stuff is confidental information. I apologize, but hope you understand.
Why is that confidential? That seems like the sort of thing that shouldn't be confidential if you're trying to sell your ability to sell.

The information is publicly accessible on steam spy, so I'm curious why you're making people go there to look it up instead of just telling them.

Steam Spy numbers are total bollocks. They are off by thousands at the least and sometimes far more. They were off by over ten thousand units for one of my games once, so it's not like a really minor false information.

A trailer should be engaging and exciting but these are about as dull and uninspired as trailers get. They look and sound just like every other RPG Maker game on Steam (and the RTP doesn't help matters).

You mean, you can play as a transgender dragon in every other RPG Maker game about sexual and personal discovery?

Would you be interested in publisher services?

I'm just seeing way too many "ifs" in your proposal and responses, and dodging questions with "I know things and have done things." It's not enough to just propose the theoretical things you COULD do, when you have no track record of successfully having done something like this previously. Who can vouch for you?

I'm going to be honest with you: Even if your intentions are good, it's coming off as very sketchy. And you DON'T want to go into something like this with people second-guessing.

EDIT: I do want to make it clear that I'm not trying to discourage you from eventually doing something like this. But please remember that these are other peoples' games we are talking about, and clients are going to want to confidently say that their game is in good hands.

I don't share sales numbers because that sort of stuff is confidental information. I apologize, but hope you understand.

My intentions really are honest and nice. I do videogames and stuff like this for my livelihood, paying the bills, rent and food from it, so I wouldn't risk all of that just to scam small, potentially first time release people. It'd be a terrible thing for me to do, both morally and financially and would tarnish all the stuff I've worked on for years. Because of that, you can rely that I'll hold on to my end of the bargain.

This wasn't a "I'm doing it next week" but rather, me asking ideas and getting suggestions if people would be interested in this. A lot of paper work would have to be done including the contracts of course, along with stuff like that.

Would you be interested in publisher services?

Give us some numbers. Saying you have a following tells us nothing. Prove to us that the following is substantial enough to take a risk on you.

I don't understand the question.
Well, for one, saying that you sold your game in 63 countries is not very reassuring. For all we know, each of those 63 countries could account for one purchase each.

Was your game a highly successful investment that can maintain operations as a business on a monthly basis, or did you get sudden influxes from Steam sales (the only time many small developers see their games sell at all)? Because there's a big difference.

You can say your game was successful because it the sales exceeded its budget, sure. My game did, too, but that's because my game had a very small budget. So that doesn't really tell us anything.

Without going indepth into my own financials, Save Your Mother has the highest budget for any game that I've had since develeoping from 2001. Before you think that means nothing, I did pay over 1000$ budget for a freeware game made in RPG Maker 2000 in 2006 or so, so it's not like my budget for game making has ever been super low, even when I didn't seek anything in return. The only game that exceeds SYM budget is Adventures of Dragon, which is honestly, massive game. It's not out yet so I can't say how fast it'll make back its budget but I do expect it'll sell most of any of my games.

If your publishing that means you would be handling all of the pay out of steam, as well as the marketing budget and doing the taxes for its release. I can see you are in Finland, do you have a solid understanding of global Tax and Distribution laws? How big a cut would you take? Publishers don't just distribute games, they fund them, do you have the finances to make that a reality? Do you have the money for a marketing budget for each game? I could keep going and going...

No, I don't offer these services. Most publishers fund games but also take more than 10% that I already did state.

Any money you'd get is income to you, so any taxes will be on you. I'll only worry about my part that's part as my income.

I am firm believer from previous tests and dat that I collected that dynamic advertisement is far better than paid ads on Facebook and such, so I think using social media and such services is a far better way to engage with customers.

Please keep going if you have questions, I'm here to answer them.

I think I can see what your wanting to do, its something I wish Newgrounds did as when Steam took off (releasing a curated selection of games developed by the Newgrounds community under the Newgrounds banner) BUT I don't know that you really know enough about the business side to do it in a smart way that would actually benefit people.

I do.

Toumo, you have 2 games released on Steam (edit 2: excuse me, 3 games, one of which is free but also only 170ish reviews at 66% positive); one of which has only received 21 reviews at 61% positive since 2015, and the other has received only 4 since August. I don't think I'm being argumentative or condescending in noticing that it seems like you're not promoting your own games very well. Degica and Aldorlea take a bigger cut, but they also have a proven track record and a much bigger audience.

Based on your current games, I would strongly encourage anyone that wants to publish on Steam to not go through you until you've proven yourself. For aspiring developers, yes, publishing to Steam can be a hassle, and marketing is too. But if you're serious about what you're doing, it's worth taking the time to either learn yourself, or to get hooked up with a "real" publisher. And I mean no disrespect by saying that Tuomo, but I see your offer as irresponsible in its current state.

Steam users just don't like to make reviews, it's funny how not even a fraction of playerbase of Save Your Mother has reviewed it. Save Your Mother's score has been hurt because of troll reviews, such as this one guy that just said "I don't want to save my mother" which sadly lowered the overall score. I wish developers would have tools to do something about troll reviews but Steam never gets involved in any of the reviews, unless it's literal death threats or threatens Valve or Gaben. Otherwise, you can troll the developers as much as you want and it's fair game. Because Save Your Mother has so few reviews, each troll review hurts a lot. Save Your Mother was also unpurchasable during the year 2016 and technically has only really began to sell on March 2017.

Strangers of the Power has nothing but positive reviews at the moment. It has received more reviews than 4. People especially like the value they get for the money.

I'll get back to you about Adventures of Dragons and how it'll do.

I've been indie game maker since 2001. It's not like I don't have a track record with RPG Maker, I know my stuff. I know a lot about business stuff, too. This is not the first business I've been part of. Of course I don't have as much presence as do Aldorea or such, but I still have more presence than literal first time dev, is what I'm saying. I know how limited funds can be when starting so that's why I would take only 10%, this is meant to help people.

I am firm believer that if we just spread out too thin and fight for table scrabs, we are only fighting and competing with each other. RPG Maker games are niche enough, we should really stick together as it'd be more profitable and we could help secure more sales and establish future customers easier.

My sales of the Lobster Quest Collection met my budget on both games combined! I am a succesful marketing person!

Congratulations, that's great news!!

Would you be interested in publisher services?

- Do you have a lawyer to back up your statements? If not, then how can we hold you accountable for your end of the deal?

Yes, I have a lawyer and can do a legal contract with them. It's actually what I was going to do, but I was asking people for opinions first.

Of course I'd make a legal document that'd make us both accountable, for both our protection and to hopefully prevent any disputes.

Do you have a publishing company established? Or are you putting your own bank on the line in case any legal issues come up later?

Yes, I am owner and founder of Tuomo's Games. It's a registered videogamemaking business.

Give us some numbers. Saying you have a following tells us nothing. Prove to us that the following is substantial enough to take a risk on you.

I don't understand the question.

Do you have connections to journalists who pay attention to RM games

I have some connections but honestly, nothing out of the ordinary.

How do we know Save Your Mother wasn't just a fluke? How can you prove that you can CONSISTENTLY gain exposure for anyone looking to partner with you?

Strangers of Power sold back its budget within two days and I expect it to also reach just as widespread salels as Save Your Mother (I see a lot of people wishlist, probably waiting for Christmas Sales). Adventures of Dragon already has tons of people put it on wishlist in preparation for the early access. Say what you want about my games, but I am able to consistently make back what they cost me so I know how to turn my games into proffit.

Of course, I can't absolutely guarantee exposure, it's always the same as with any form of a market even if you'd go solo, there will always be chance that your game will not sell well. It'd be literally a lie for anyone to say that they guarantee great sales, absolutely nothing can gurantee that, not even the super huge publishers can.

However, this would increase the chance of said exposure happening a lot more as you add in more factors that allow people to discover said games by either bundles, sale events or such and in this dynamic fashion, your product gets far more visibility as it'll be seen statistically far more than if they'd not be included in any other place but the regular storefront.

If people see a bundle with all the games and sees "Oh, I am missing one more game from my collection and I get 10% off the game's price if I buy it" they'll have a far higher chance of buying the game.

Since you won't be a beta tester, do you have access to people who are willing to work QA for you? Or will you be unable to guarantee the stability of games you publish under your name? A game-breaking bug near the middle and end of a game will reflect very poorly on your services and dissuade others from looking to you.

Do you not have any testers yourself? It's usually not the publisher's job to provide all the testers for the project. Game studios usually have their own inside testing too, not just the publishers. You really shouldn't have to rely all your testing just on me.

I am just one man, I can't do literally everything. I will help as much as I can but it'd be a bit uncalled for to tell me to play through every game, especially if there's many of them or they're really long.

"Paid advertisements?" That is the exact opposite of what a publisher is supposed to do. You're already taking 10% of revenue. That's incentive enough for you to do your best to market the game. Putting the full extent of a publishing services behind a paywall is a declaration that you will not do your best to market games.


I meant paid advertisements as in, buying ad space on Facebook and Google Adwords.

I have played with them before and can help organize good and succesful ad campaigns that are suitable for the budget.

Do you plan on continuing game development on your own? If so, how can we be sure games you publish won't get sidelined or forgotten while you go off working on your own projects?

If this gets really popular, I'll hire helpers as I said. Right now, I am only one person so some stuff will be limited at start.

I'm not against you doing this. In fact, I think it's a neat idea. However, there's a LOT more that goes into publishing than what you cover here. A solo dev marketing their own games is almost a full time-job in itself, and you're proposing to do that kind of work for anyone who wants to partner with you.

I understand your concerns, I really do. Many bad folks have tried to take advantage of RPG Maker users in the past, just few years ago on RPG Maker Web there was a big scam about people claiming they wanted to publish games but that came out bogus.

I also understand the warranted worry that I wouldn't be able to keep up with all of the extra work, which is why I would obviously limit the number of deals I'd take at a time, for starters. It would make sense too, so that I could better focus on each by case by case basis and then, like I said, if I get burried in the work, I'll hire a helper.

If this gets really much attention and starts really making all of us involved nice proffits, I will of course focus more into the publishing and may even become mainly publisher, rather than developer at that point.