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(TurfsterNTE off Twitter)


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MOOMANiBE
@MOOMANiBE

Hey! IGF Submissions are open! So this'll be the first year IGF is happening and I'm off of twitter, so this means it's time to properly migrate over what is a yearly tradition for me: posting a big post for devs who intend to, or are considering, submitting their games to the Independent Games Festival.

First off, some context because I think a decent portion of the audience is going to be new this year; I've been an IGF Judge for something like the better part of 8-9 years now. I was also a member of the Art Jury last year. I've been doing this long enough that I can speak pretty confidently on what might make you stand out - and what pitfalls you might fall into - as a submittee to IGF. So this post is all about that! Among other things.

Part 1: About IGF

Why Submit?


MOOMANiBE
@MOOMANiBE

the consensus was that it probably WAS worth me giving the above a bump with some additional tags that I didn't consider the first time around

so that this isn't merely an empty post bump, here's a fun fact: my favourite IGF acceptance speech EVER was last year's for nuovo, truly an all timer


StrawberryDaquiri
@StrawberryDaquiri
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in reply to @MOOMANiBE's post:

Thanks for writing this up! It's going to help a lot of devs.

Can you think of any special considerations for mobile games? I imagine the process is the same: just send Beta Release and TestFlight links.

But do you think it's still worth it ?

I've seen testflight work, tho it's a little awkward since it doesn't quite conform to the assumption the igf interface has of either downloadables or keys.

Sometimes we also just get submissions of games that are free and already released, which is obviously fairly straightforward.

Beyond that, idk, "worth it" is generally pretty relative! I see mobile games get positive comments every year, I don't think there's any specific bias against them, but whether they're likely to win an award is hard to say because the competition is SO tough every year, and I'm not really sure if mobile does publishing deals. YMMV!

So I don't have anything ready to submit for this year, but I am working on something that would probably be ready for next year. It is a sequel to a free game I made in 2021. I never submitted that free game to IGF and it's only on itch.io. I've been considering putting out an updated version to Steam for a few bucks in a few months, partly as promotion for my next game. Do you think I should submit it to this year's IGF even though it came out originally in 2021?

Thank you so much for sharing this! As a newcomer to the process, it's so so so valuable.

One question about updating builds and Steam keys: how have devs handled creating IGF-specific builds through Steam? Love the idea of using Steam's delivery for smoother bug fixes and updates, but wouldn't necessarily want additional debug features or level-skip public. (Though, perhaps that additional functionality could be hidden behind a cheat code...)

[edit] I haven't published a game through Steam yet so maybe there's a stupidly easy way to do this that I'm not aware of, in which case: sorry 🥴

in reply to @MOOMANiBE's post:

The submission page talks about how you can apply for a waiver of the submission fee if it would otherwise prevent you from entering - do you know anything about how this works? I'm sort of expecting so many applicants and so few getting selected that it's not even worth trying, but I don't know how close that is to reality.