>>33893
>How do you get noticed on a low budget (assuming your small/middling game's decent on it's own)?
This thread is so fucking old I could very well be replying to myself. I have though long and hard about this. The answer is simple. Everything /v/ says to do in regards to public relations, do the opposite.
Shill like fucking crazy. Everywhere. Even on some shithole like NeoGaf, Reddit and cuckchan. That's what Notch did.
A less appealing avenue is to go to IRL events, but then you're getting really tied in with the game industry. There was a GDC talk about how these events basically give you no exposure but it gives you connections. In this industry connections seem to be more of a liability than anything, because the second you wrong think you're blacklisted.
There is also the theory of making such an offensive game the game journalists will kvetch loud over it, but I doubt this actually works. Hatred's trailer was so edgy, brutal and grotesque it essentially was more of the trailer doing a good job than the SJWs. By the time the journalists showed up the game was already picking up speed. If it worked you'd hear a lot more games succeeding this way. It'll just get you blacklisted and cripple your chances of exposure.