moarserin retweeted
(˶ᔠᔠá”˶) âčđč â„ YourGirlSerin is moving to @Patreon~
No, I'm not quitting the channel! But for the next few months, @Patreon will become my main platform while I take a step back from @YouTube.
I know I've been talking about this situation a lot over the past few days, and I wanted to finally end it on a hopeful note. I think it's time to move forward and get back into the groove of things :))
What happened was deeply personal to me because YouTube has been my home for a long time now. Every single audio I put out was made with so much care and love. My community knows how much of a perfectionist I am, so having those two videos swatted away like flies felt incredibly unfair. It honestly felt like being accused of something you didn't do, and having that trust broken definitely changed how I view the platform.
But I don't want to stop creating. If anything, I want to keep making more audios and bringing more stories to life. This is a situation that's simply out of my control, and I'm doing my best to navigate through it.
I'll also be posting more snippets and previews of both new and older uploads across my socials so the channel can continue reaching new listeners even while I'm taking a break from uploading. Hopefully, it'll help keep the channel alive while I'm away.
Thank you for all the kind words and support over the past few days while I was processing everything. And to my community, thank you for sticking with me through all of this!! I feel incredibly lucky to have you allâ€ïž
A verse I'd love to leave you with after this whole thing:
"The Lord will fight for you; you need only to be still." -Exodus 14:14
For me, it's a reminder to simply do what I can, and let go of what is out of my control.
If you'd like to keep up with my future uploads, I'll see you on @Patreon! I'll also be sharing one free audio every month, so there'll still be something for everyone (˶ > â < ˶)⥠đž
moarserin retweeted
Replying to @TeamYouTube
@TeamYouTube @YouTubeCreators You DELETED 2 of my recent videos and auto rejected my appeals for Sexual & Nudity Guideline but your reasoning IS THIS? EXCUSE ME? Is there any human left working in your company? Please lift this unfair strike!
moarserin retweeted
đš NEW DISCORD HACK/PHISHING METHOD đš
hackers are getting a little too advanced at this... someone who took over a friend's account seems to have taken note of how much i play Minecraft and made a rogue modpack with a credentials stealer in it
BE WARY!!!
moarserin retweeted
đą Customization got an upgrade!
Style Overlay lets you keep stats from temporary items while using permanent costumes for appearance.
đ Show off permanent costumes while keeping temp item stats.
âš Customize your look more freely than ever.
Let us know what you think!
moarserin retweeted
Loftia is releasing in closed Beta April 22-May 6th!!
I am so excited to Celebrate with TWO (2) closed Beta giveaway keys!
Your opportunity to win will be during âšFRIENDSHIP FRIDAYâš on April 17th!! Winner will be drawn LIVE on Twitch.
To win:
âšRetweet this post!
âšFollow me here @LadyAmelthea
âšFollow me on Twitch.tv/ladyamelthea
âšFollow @loftiadev
âšTag a BEST FRIEND in the comments that you would love to play LOFTIA with.
âšWinner must be present at time of Drawing on Friday April 17th at 10am EDT at Twitch.tv/ladyamelthea
The winner will win BOTH Beta keys, one for yourself and one for your best friend. So you can enjoy this beautiful world together!!
#LoftiaBetaGiveaway
moarserin retweeted
Hey guys, if your discord friend messages you with a strange hello, and asks you to playtest a game theyâve been working on with others and send you a link to it
DO NOT CLICK, ITS A HACK, YOUR FRIEND IS HACKED
Ai-generated artwork officially is ineligible for copyright protection as the US Supreme Court declined to review a appeal case.
The court rules that artwork needs to have a human creator in order to be eligible.
(Source: reuters.com/legal/governmentâŠ)
moarserin retweeted
Okay⊠a LOT of people asked me to do this post (admittedly more than I was expecting haha), so as a fellow creator turned PR person, I want to share some insights to help set your expectations accordingly if/when youâre applying for game keys and campaigns with developers and PR teams.
This post will be long, so feel free to bookmark it and come back to it if you need đ I ask that you remember that this is a GUIDELINE, much like the pirate code. Donât take it as âhard factâ as every team does things differently, and every campaign gets adjusted to what we feel like it needs specifically. There is no âone shoe fits allâ to this game. Anways⊠letâs dive into it!
Youâre Not Entitled to Keys, Buy the Games You Love!
Iâm starting with this section because we as creators often get into this mindset of, âWell, I work so hard, I deserve a key! I know Iâll generate wishlists/sales for this game!â, and thatâs entirely valid. Except for the fact that THOUSANDS of other creators can say the exact. same. thing. Sometimes, campaigns only have 100 keys, and there are 500 applications, and that means only 1/5th of creators get picked, and you have a 20% chance of acceptance. Not the best odds, all things considered. SO, please remember that even if you have an awesome channel, and you work super hard on your content, and you would generate wishlists/sales, that doesnât mean youâre ever âentitledâ to a key.
That said, if you truly think a game is a good fit for your community, and that they would love it, and you would love it, then buy it. Buy it to support the developers. Now more than ever in this industry, they need customers, not content. That is the entire purpose of offering keys in the first place: to generate customers. If we give every single creator a key, then the game will utterly flop because theyâll barely scratch the surface of what they paid to develop/market the game. This is especially true for indie games.
So! Remember, at the end of the day, we create content for the love of the games we play. If youâre doing it with the ulterior motive of âgetting free gamesâ, your heart isnât in the right place. PR teams can smell it a mile away when a creator is just trying to get something free with no intention of following through with content, or no desire to promote the title in a way that might generate actual wishlists or sales. Stay genuine, be humble, and buy the games you love. I do it ALL the time as a creator. If I donât get a key for the games I want, I buy them. Period.
Variety Versus Focused:
Before I touch on something like ânumbersâ, I want to address the actual most important elephant in the room, and thatâs what type of content you create. When PR considers a creator for a campaign, the first thing theyâre going to ask is, âDoes this creator's content fit the game?â For example, if youâre a cozy creator with 10k subs on YouTube covering cozy games, and you apply for a horror game, youâre probably not going to be high on the acceptance list. Why? Well, your audience doesnât watch horror content; they watch cozy content.
Meaning? That even if you were to get 5k video views for the content you create, youâre very unlikely to actually âconvertâ any wishlists or sales for the game. Those views are going to be from folks who purely wanted to watch you play a horror game that day, but have no intention or desire to play it themselves.
So, if all youâve played on Stream, or the only videos youâve made on your YouTube channel, are about âThe Simsâ, or âAnimal Crossingâ, or âEscape From Tarkovâ, or âBaldurâs Gate 3â, then yeah, sadly, youâre probably not high up on the list. People watch you for those games only, your audience isnât into variety, and theyâre not likely to take lightly to you swapping to some random indie game with 0 notice.
This is ESPECIALLY true when the main thing you play is Triple-A games. Triple-A and indies donât typically mix unless youâre a review channel that actively covers and streams both types. If your audience is accustomed to the swap between the two, then thatâs fantastic, and youâll be considered, but if you only play the big bois, then⊠sorry đ„Č
Viewers Who Are There For YOU:
Believe it or not, a huge number of creator audiences are only there for the âcreatorâ. They donât care about buying the games they play. They have no intention of wishlisting anything; theyâre just purely consuming their entertainment for the day and logging off to go do whatever it is they do. Those channels donât bode well in the PR industry, and sadly, MOST Twitch / Kick channels fall into this unfortunate category. Viewers on Twitch are so fickle. They want to watch their favorite streamers, and thatâs all.
This is why, a large portion of the time, YouTubers are preferred over streamers. YouTube, by nature, is a platform where people go to find content for games. Reviews, letâs plays, lists, gameplay videos, etc. are all content that gets consumed for the purpose of learning about a game. This information helps viewers decide if they want to wishlist/buy the game, and is infinitely more valuable than Twitch/Kick 9 days out of 10. Yes, I know, you might be the streamer going, âwell damnâ, right now, but YouTube content stays forever, generates more views over time, and typically trends upward with every video someone creates. A Twitch stream happens once, might stay on the platform for 30 days, and then is gone forever. That⊠sadly doesnât have much value in terms of PR/Dev teams.
So why do Twitch streamers still get keys? Well, when a game is launching, it can be hyper beneficial to have 20 people all playing the same game. This pushes the game onto the Twitch discovery page, and people might actually decide to check the game out because they see a fair few people playing it. It drives human curiosity and can lead to wishlists/sales, so donât worry, itâs not all for naught if youâre only a streamer. There are still times where we want to intentionally include Twitch/Kick streamers in our campaigns, but it IS typically at launch, so early previews and access periods are usually out of the question. Donât hate us - thatâs just the nature of the two different platforms.
CCV / Follower Count:
The biggest assumption for most creators is that itâs purely a numbers game. So let me explain that in-depth. Yes, having 20k subscribers on YouTube is fantastic, and being a Twitch partner helps your odds, no doubt, but the two points above can change that in a quick second.
MOST campaigns have a bare minimum number you have to hit. For indie games, we typically look for a 15-20 CCV for streaming and a 100-view average on YouTube. Pretty low right? Yeah, itâs a small indie game, so we donât expect you to be the âbiggest YouTuber on the blockâ. That would be a bit ridiculous. Now, sometimes developers set higher requirements, and we often advise against it because⊠well, no offense, but unless youâre a Triple-A title, you need to manage your expectations accordingly. If you want BIG YouTubers to play your tiny indie game, youâre typically going to have to pay for it, and on the one-off chance that you get a few who will do it free, itâs going to be a few, not 20-30 of them.
So, smaller creators might love hearing this, but ironically, we typically target the small bees. Those above 500 subscribers on YouTube who are getting steady views, and Twitch streamers who can maintain a 15 CCV. Creators in this range typically have a far more dedicated and focused audience who are there for the creator, but also probably still enjoy taking their game recommendations, and value their opinions pretty heavily on a game. You might think, âIâm so small, no one considers my opinionâ, but statistically, channels that have a steady audience and are growing at a nice pace will convert more wishlists and sales than some millionaire channels.
Yep, you read that right. Your millionaire channels that cost 20k for a sponsored video end up converting LESS sales than a lot of your small to mid-size folks. For the most obvious reason, these channels cost an arm and a leg to get on anyway, so youâve already tanked a huge chunk of money into the garbage just to get their video, and then youâre REALLY unlikely to convert enough sales to even cover the cost of the video. So, in the indie industry, itâs much better to work with everyone but them. Sure, Triple-Aâs can afford it, but thatâs a whole different ball game, and 99% of getting Triple-A games relies on having a high viewer/sub count, and being on-genre. Thatâs pretty much it. Of course, all this said, I will say that some big YouTubers specifically highlight indies, and DONâT charge ridiculous prices, and in those instances, we love them and worship them and all that they do. Sadly, thatâs just not the norm.
My last point related to ânumbersâ is that even if you donât have the most video or stream views, a lot of what we look at is âengagement ratesâ. Is your community liking your videos? Do they leave comments? Is your chat active? Anything that shows you have an active community that engages with you on video/social platforms can and will help your success rates.
On the flip side of this, we try to weed out channels that look like they might use any type of viewbotting, or fake engagement that points to the channel being for key farming/selling. Believe me, PR is trained to keep an eye out for âsusâ channels. You might think youâre being sneaky, but as we joke about at work, we put our boots in the mud and trudge through the trenches to ensure the people weâre offering keys to are REAL people.
Itâs Okay to Not Like a Game:
Another thing we deal with a lot in the industry is failure to deliver. Weâll give away 50 keys, and only 10 creators will create content. Weâll follow up with the other 40, ask what was up, and MAYBE 50% of them will come back with, âhey, I didnât like it, I donât want to play it on my channelâ. The other half just wonât respond, and half our keys are in the garbage.
Hereâs the thing⊠we need you to tell us if you donât like a game, OR deliver content. If you take a game key, you are absolutely expected to hop into that game and give it the olâ college try. That means sit down, play it for two hours, and if you absolutely hate it, write up all the feedback you can possibly muster to explain why. If you prefer, record your voice with the feedback instead if youâre not the best writer. This helps us more than content ever will.
Sounds weird? Well, thatâs because a lot of the times content creators do one of two things. They either fluff it all up and act like a game is great, snuffing their complaints out because they think the PR / dev team wants them to just blindly promote it. OR - they blindly insult the game, say it's bad, tell their followers it's trash, and call it a day, after playing for 30 minutes. Neither of these is helpful in ANY way to a game. Not to mention, you typically lose credibility with the industry as a whole because you either arenât a critical reviewer or youâre just a hate media outlet, and weâll never offer you a key again. I will say being on the nice side of this spectrum will still get you keys, but⊠it might make you lose credibility with your audience instead, so be mindful not to be a âblind promoterâ either.
People who take the time to provide genuine feedback, even if they donât end up covering the games on their channel, are a special kind of bread and butter that money canât buy. I offer keys to tiny channels all the time because every time I do, they give me a LIST of feedback my developers can use to improve their game. Those folks stay on my list. Permanently. Even if they do like a game and it gets barely any views, at the very least, I know 10/10 times that weâre going to get an honest player, great feedback, and someone thatâs a delight to work with.
To round all of this out, if you accept a key, then you need to either cover the game on your channels, tell us why you wonât, or DONâT ACCEPT A KEY!
Donât just take a key from a dev/pr team with no intention of playing the game, featuring it, etc. You will get put on a blacklist that you donât want to be on. Legit one of our jobs the week after we send out keys is âcontent creator follow-upsâ, and your name is on a spreadsheet tied to a key. If we come back to you and you donât respond at all, I will personally ensure you donât get another key. If that sounds brutal, then please remember point 1 from this long post. There are hundreds of creators whoâd like to cover the game, and Iâd rather give someone else a chance.
Of course, you can always come back at a later date and apologize for your lack of follow-through and try again, and I might be willing to forgive you and offer a second chance, but believe me, itâs only going to be 1 extra chance đ
Well, Creators Arenât Supposed to be Playtesters!
To follow up on my previous section, Iâm diving into the comment above because undoubtedly some people will think that itâs not their job to be playtesters. Ironically, youâre absolutely right! When we offer up a build to creators, itâs not our intent to send it out with bugs, issues, or problems that we need creators to find and fix. Itâs always our intent to do the very opposite. We donât intentionally showcase demos or previews that âarenât goodâ because, well, thatâs just bad for business. Playtesting and feedback should be complete BEFORE it goes to the creators / general public. That said, itâs impossible to get a build âperfectâ before releasing it into the open world. Creators and players end up experiencing the game in ways that developers and playtesters just donât. Or perhaps, they find something super obscure that no one has found before. In this instance, itâs much better to be the âhelpfulâ creator than the hateful one.
Believe me, Iâve had a few builds go out that were rough, and it SUCKS when it happens, but it does happen. Just be mindful of the team, understand that it was never their intention to have you be a playtester. Then, offer your feedback, and tell them why you do/donât want to cover the game. Itâs really okay. Weâre all humans, and all games are made by humans (at least any worth playing), so thereâs going to be bugs and issues. Really, a simple line of communication can fix these issues.
Steam Curators Are Sus:
This title hurts me personally, because I myself am a Steam curator. Iâve generated nearly 1 million views on Steam directly and have contributed thousands of views for indie games galore. The moment I curate a game its free views for whatever the game is. When done right, Steam Curators are great! However, typically theyâre key farmers. Yep. Itâs true. Typically, theyâre people who just take keys and never do anything with them. Of course, you canât âsellâ keys offered through the Steam portal, but usually theyâre everyday players who wonât create content, and rarely leave a review on Steam itself.
Whatâs worse? Is that a lot of these folks will email in saying, âhey Iâm a Steam curator and Iâd like a keyâ, and those keys DO get sold. I wonât ever offer a key to someone who is a âSteam curatorâ, who doesnât also have a video channel tied to it. Thatâs just a good way to ensure a key ends up in the garbage.
SO! If you are a legit Steam curator, then itâs probably best not to mention your Steam page and just stick to promoting your video channels. Iâve heard a ton of PR teams that actually block any emails with the word âcuratorâ in it automatically. I personally donât, because⊠well, I am one. That said, some do, so be mindful.
Asking for Multiple Keys Is Sus:
A big red flag for us PR folks is âmultiple keysâ. Which, for a multi-player game, seems perfectly reasonable to ask for a key or two, and for these instances, most of the time, weâre happy to accommodate at least a second key. That said, asking for more than one key when itâs a single-player game is typically just bad manners.
This goes for âgiveawaysâ as well. These keys are dedicated to creators, so any giveaway keys mean that another creator is losing out on the opportunity. Sometimes, offering giveaway keys can make sense, especially for creators who do it frequently and have a proven track record of success with them. That said, most of the time itâs considered respectful not to ask.
Another point to this is that we PR folks will typically âchooseâ which creators we want to offer giveaway opportunities for, so itâs usually better to just allow them to offer, versus ask. Yes, I know, you should always take your shot, and if youâre a big creator with proven success, then go for it! That said, if youâre much smaller or just starting out, stick to just requesting a key for yourself for a while.
But I Want To Get Into Game Reviewing / Variety:
Then you should! But youâre going to need a proven track record of content in this genre / field before youâre going to be seriously considered for keys. So, start up a YouTube channel, upload some gameplay videos (even if they have 0 commentary), make some good thumbnails, craft some great written reviews, and pour your heart into the idea that you ACTUALLY want to be a game reviewer or create variety content for indie games. Start having an âindie dayâ on your Twitch streams and promote that on your social media. Upload the portion of your Twitch VODs to a YouTube channel that is dedicated to a game specifically, and give it a good thumbnail. Edit out all the community fluff and make it good. Make shorts that feature your favorite upcoming indie games on Instagram / TikTok. There are a million different ways to be successful in this, but really what matters is that youâre making a genuine and consistent effort to it.
Working Links and Contact Info:
You donât know how many broken links I come across, and sure, Iâll chase them down, but if youâre already a small creator and I discover nothing but broken links, mismatched branding, and 3 different names on different platforms, this is going to hurt your chances of success. Make sure all your links work, neatly nest them in a LinkTree/beacons, and make sure your email address is tied to your YouTube page, Twitch page, or in a social media bio. Youâre going to say, âI donât want my email publicâ, and thatâs exactly why you create one especially for content. If youâre getting harassed by someone, block them. All professionals in this industry either have an email or an agent. If you donât want one, then youâre automatically going to be disqualified for a lot of ops.
Social Media:
Ironically, being your natural self and being active on social media can do a lot to help your chances of success! Even sharing some beautiful in-game screenshots with a small blurb, or retweeting a developer's post saying youâre excited, is more than enough to show that youâre active and serious about helping promote the games you love. Social posts can generate a lot of buzz, so if I find someone who has a small video channel but is incredibly active with a decent social media following, then theyâll likely get a key.
That said, donât burn yourself out! Itâs much more beneficial to stick to ONE platform that you really like, than balance a bunch of them. This goes with video platforms, too. I recently made the cut to remove all of Metaâs platforms because I just didnât enjoy them. I now only focus on 2 social platforms and 2 video platforms. Itâs much more manageable, and it looks better because the platforms we do use, weâre successful on. So, pick a few platforms, stick with them, and build them BEFORE expanding to others.
Going back to the PR of this, Iâd rather see someone with only a YouTube and a Twitter page that are both successful, or a Twitch streamer with a successful Twitter page, than someone with 5 platforms and 50 followers on all of them. Tons of platforms doesnât actually look good if you arenât utilizing them well.
Network with your favorite PR teams:
Believe it or not, we are humans! We recognize names and faces, and the more we see yours, the more likely weâre going to put you on a âgoodâ watchlist. Even if you donât qualify right away for our campaigns, I can personally say I have a âmonitor growthâ checkbox that tells me to check how your channels are doing every time you apply for something, and the moment you hit a proper threshold, you WILL get an email. So donât be disheartened when you constantly donât see anything in your email inbox. Keep trying, keep growing, keep putting in that effort, and it will pay off.
We Hate Saying No:
I donât know how to say it anymore simply than this, but I wish I could give a key to everyone, I truly do. It hurts when I have to exclude someone from an opportunity, especially if itâs someone I interact with and enjoy. That said, itâs my job to be critical and help these games see success, and that means picking the absolute best people to help promote them. Sometimes we have indie devs that say, âGive keys to everyone that wants one!â, and thatâs a great day, but itâs not every day, so be mindful of that.
How to Improve Your Odds of Success:
This is so much text, and Iâll be shocked if you take the time to read all of it. I hope you will, but you might not. That said, I want to round it out with a few âtips for successâ; a TLDR if you will.
Make sure your content aligns: Donât ask for keys to games that do not align with your community, content, or audiences.
Branch out: If your current content doesnât align with game campaigns you want in on, then adjust it and start now!
Set reasonable expectations for yourself: Before you even ask for a key, be sure that you have 100% intention to create content for the game. Donât get into the habit of requesting 8 games in a week and then only covering 1 because you overloaded yourself.
Provide your content plan: When asking for a key, donât just make the request; lay out your content plan and provide links to all of your accounts that the content will be on.
Always follow up: If youâre given a key, and you hate a game, provide thorough feedback as to why itâs not for you / your community. If you love a game and post about it, send that video to the team you accepted a key from!
Ask for 1 key: Only ask for one key.
Be respectful: Donât ever expect a key, and if you arenât chosen, never, I repeat, NEVER, email a PR person that youâre upset about it. Thatâs a great way to end up on a blacklist.
Be critical, but kind: When a game is bad, itâs okay to talk about it; you wonât be blacklisted for leaving a less-than-optimal review for a game, but your reviews and thoughts need to have real context behind them. Offer actionable items that the developers can use to improve the game. Bad publicity is fine if itâs valid, but bad publicity for the sake of clicks and views never will be.
Working Contact Info/Links: Update all your stuff and make it neat! Make sure an email is able to be found.
Social Media: Stick to a few platforms, and be active on them!
Donât stoop to dirty tactics: Viewbotting on any platform is ridiculously easy to spot, believe it or not. Donât do it! Once youâve been marked as a viewbotter, itâs a list you just canât get off of.
Network with your favorite PR teams: Just as you network with your audience and other creators, take the time to interact with your favorite PR teams and members, too!
This was hopelessly long, but⊠hopefully you learned a lot and took away some good info from it! Feel free to ask any questions you might have, and Iâll do my best to answer them mindfully and completely. Please note: anyone who canât ask questions and share comments with respect will be blocked. I took 2 hours out of my day to share this, and I donât settle for âickâ in my online spaces, so please play nice kids!
A special thanks to @AllAgesofGeek and @HitherYonGames for contributing some thoughts too!
moarserin retweeted
I still can't believe I've been nominated for not one, but two categories in the @thegamehers awards đâ€ïž It would mean the world to me if you'd consider voting! It truly is an honor to stand next to so many incredible ladies in the industry đ„șđ«¶




































