Testimonials

#PitchYaGame helped us to gain visibility, especially in the beginning when the game was not known. We think that through the #PitchYaGame twitter event many devs and journalists got to know of the game for the first time and this probably helped us with more visibility going forward. Also it was a good practice on how to create a concise and straight to the point pitch in a short post! Dorfromantik's development is going well. We just recently released the long awaited creative mode and are currently improving it further. We're working towards our release in early 2022!
DORFROMANTIK
Toukana
"The #PitchYaGame initiative is one of the greatest things to happen to the indie gaming scene in a long time. In an ever more crowded space, #PitchYaGame levels the playing field for one day a month where the 'who you know' side of the games world doesn't matter, and you can get a lot of eyes on your project based on the merit of your pitch alone. This can result in anything from valuable feedback about how to improve your messaging on your Steam page all the way through to landing a publisher deal. We can't overstate the value of the exposure, introductions and opportunities that Drop Bear Bytes now has as a result of #PitchYaGame, including investors, mentorship and winning a booth at IWOCon this year."
Craig Ritchie
Drop Bear Bytes

Most viral pitch from #PitchYaGame Round 5 (Sep 29th)

  • 167k views on the video
  • 13k+ likes
  • 3k+ retweets
#PitchYaGame was an invaluable platform to get eyes on Cloud Jumper. Not only did it build the Cloud Jumper community, it opened up conversations with several development partners. Big thanks to Liam and the whole PitchYaGame crew!

It was the most engagement I've received on one tweet ever!
Philomena Schwab
Seeing such growth in the #PitchYaGame initiative has been marvellous. You can see that the team organizing the event have the Indie Developer community close to heart and we cannot wait, as publishers, to see all the good games that will benefit from the exposure found through #PYG. Each last Tuesday of the month is now a ritual that our team would hate to miss out on! Amazing initiative!
I pitched using the #PitchYaGame hashtag for the first time in September and the response was wonderful. That tweet reached an audience approximately 3x wider than any of my previous tweets, gained me a roughly 5% increase in follower count, and is the most liked/retweeted tweet in my account history.

On top of that I received valuable feedback from fellow developers, pitch critique from a publisher, and was contacted by a publisher interested in my game. I'll certainly be participating in future #PitchYaGame events as it was a tremendously valuable experience for me.
For me it's about exposure and experience. I really enjoy seeing other indie projects and of course mine being seen by others. I have a fairly small social media presence and my game isn't at a point in development, where its unique features are easily recognized, so naturally, I'm glad about every follow or comment (and I got quite a few from #PitchYaGame).
Also, there are occasional chances to learn from more experienced people, which you get from participating in #PitchYaGame.

Profile reviews / pitch reviews etc. It really helps - especially if you are a solo-dev and inexperienced in marketing. Basically #PitchYaGame kind of 'institutionalizes' interacting with the big people.

Without it, I might have never asked for advice. This would be a shame.
Last but not least I get the chance to see literally 100s of other developers pitching. What approaches they take and what to learn from them. I'll certainly be participating in future #PitchYaGame events as it was a tremendously valuable experience for me.
Through #PitchYaGame I've been able to get really good quality feedback on my game as well as get some contact with parts of the industry that's normally more difficult to get in touch with such as publishers & press. Overall I've really enjoyed it and it's great to see such a qualitative community event.
#PitchYaGame is by far one of the best tools you could ever do, and I say tool because that is how I treat it, It is a tool to make your pitches better to refine the product you are trying to sell or get seen in a brighter light.

Today in the indie scene getting your product seen is like trying to play the lotto and win big, your chances are so low it is almost like why bother. But see that is the best part about #PitchYaGame, because we get to try without being denied the chance to try again and we learn from our pitches we hear back from people who do this stuff for a living who have done it for years.

We did #PitchYaGame round 3 which got us a chance to attend Indie Game Business Online Event, which in turn got us in front of hundreds of publishers and other developers. Doing this got our name out there we have been in meetings with a few publishers since and have been working hard to keep things growing here at Oblitus Games.

Our team grew in size and our doors were opened we now have 12 publishers that want to do business with us, and these doors will remain open. All of this came from just doing a simple task. But don't think of it as a task, think of it as an opportunity that can change your life and your company's life.

#pitchYaGame is one of the best things to ever happen to the indie scene in a long time. I always have my eye on the event when it happens and I watch and read all the pitches. Who knows maybe we will be your next Publisher.
PitchYaGame has been amazing for us. We have been covered in a couple of articles, but most important is that now we have clear things that we didn't know before, like the importance of Steam page and wishlist, and we are working hard on it. The things that you are doing for indie games are fantastic and means a lot for small studios like ours.
Diego Adrada
We just started with our indie game through social media. The response has been good so far.
The Outbreak Guardian
Vanilla Cookies
I was able to discover many great games in a very short time that I would never have found otherwise!
Anonymous
I think #pitchyagame is the best thing to happen in 2020 and has the potential to be one of the biggest things to hit the indie game scene. I suggest EVERYONE participate and watch this monthly event and support your favourite devs. Even by just a like or a RT.
@liamTwose @pitchYaGame Thank you for all your hard work and coordination for #pitchyagame! It’s so great to get a lot of eyes on upcoming games and get hyped about the innovations people are coming up with in gaming. Truly an incredible time to see things progress.
Wireless Riot
@wirelessriot
Stelex Software pitched Monorail Stories in Round 1 and have been approached by publishers and received local media coverage after winning the award for Best Pitch.
Sophie Marenne (@SoMaReine) 2. Monorail Stories a récemment été désigné meilleur jeu indé sur Twitter :trophy: #PitchYaGame @StelexSoftware @Ageficom https://t.co/AW49beV8rM
We are very proud to have been the first ever winner of #PitchYaGame. It helped us A LOT in grabbing attention from gamers, publishers and investors. Thank you for this great initiative!
Failpositive (Composer/Sound Designer) explored the PYG hashtag on twitter making mock-ups during Round 1, and ended up landing an amazing project because of it.
Seeing it from when I first found out during round 1 and witnessing its first days to where it is now and how much it keeps growing is truly AMAZING.
Liam Twose: Games Industry Veteran - Vector3.space
Liam Twose (Founder)
Indie Game Lover: Content Creator
Indie Game Lover (Operations)