
Hi, we're Josh & Clem.
We publish indie games, and talk about the process openly. Two people in Melbourne, figuring it out as we go (and writing it down).
Indieformer has been around for 12 years (ancient, we know). For most of that we were an indie-game curator, picking out the games worth your time. Then we started publishing one ourselves, and holding onto both jobs got difficult. So we hung up the curated-boots and took a seat at the publishers' bar. To be fair, we weren't invited. We just showed up.
A jam for the whacky, wild prototypes that usually get left on a sketchy USB. We give you an idea and a deadline, you make something playable. Then we go through the entries (and the participant feedback) looking for the ones we can't stop thinking about, and we chat with those devs about what taking the game further might look like. The first one pulled in 480-odd games, which was not what we expected.
From idea to fully released. We are slow. We're not chasing trends, and we can't (and won't) cookie cutter from game to game. We're the publisher that sits next to you as you fix bugs, and the one handing you a script for the tutorial. Part of the team, not some entity floating above it.
If you want a dive into the brains of a publisher, we send out free notes: what it takes to get a game out the door, written while it's happening. Slipped dates, fixed bugs, hard calls.
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