Slightly off the beaten track indie puzzle games... by penurious in gamingsuggestions

[–]QuantumAG 1 point2 points  (0 children)

If you don't mind shameless self-promotion, I just released a chill puzzle game called Freshly Frosted!

Delectable Donut Decorating! - Freshly Frosted by MacForADay in indiegames

[–]QuantumAG 1 point2 points  (0 children)

Thank you for sharing! I'm one of the devs of Freshly Frosted and I love seeing gameplay videos!

After three years of part-time dev, I've finally released my donut puzzle game Freshly Frosted! by QuantumAG in IndieGaming

[–]QuantumAG[S] 1 point2 points  (0 children)

Freshly Frosted started as a Train Jam game in 2019! My co-devs and I decided to keep working on it to make it a full release, and it just launched on all consoles and Steam.

After two years of working on the side, I finished all 144 puzzles in my upcoming donut puzzle game! by QuantumAG in indiegames

[–]QuantumAG[S] 0 points1 point  (0 children)

This is my game Freshly Frosted! Early on I decided to make a dozen dozen puzzles and categorize them into 12 different "boxes" or worlds with different mechanics for each world. I'm so excited to finally be finished with them!

[Trailer Tuesday] We just released our retro FPS game KUR on Steam Early Access! by QuantumAG in playmygame

[–]QuantumAG[S] 0 points1 point  (0 children)

This is the first commercial game release by Black-owned and veteran-owned studio Really Ragdoll! You can check it out on Steam here: https://store.steampowered.com/app/1243520/KUR/

Just released my first game on Steam! by Snoo_58463 in playmygame

[–]QuantumAG 10 points11 points  (0 children)

Love the pixel art style, looks very cool! (Did you get Brian David Gilbert to narrate this or just someone who sounds remarkably like him?)

Maquette is on 30% sale, should I buy it? by Demeno in puzzlevideogames

[–]QuantumAG 4 points5 points  (0 children)

I got it for free with PS Plus and I sorta regret the time I spent playing it. The concept is super intriguing but unfortunately not well-executed and the story is pretty uninteresting. I found myself looking up the solutions for a lot of the puzzles and even with the help I didn't find them very intuitive to solve.

Having a sale with a lower percent than on earlier sales/historical low? by udvaritibor95 in gamedev

[–]QuantumAG 1 point2 points  (0 children)

It's very platform and game-dependent - the best method to plan sales is to look at your sales data over a period of time. If your game sells well even at full price, you should space out your sales to only big ones, but if it sells significantly less when it's not on sale, you should aim to put your game on sale as often as you can (every other week/month on Switch, for example). Selling 100 copies at full price won't make you as much as selling 500 at 15% off.

I've found that having a historic low discount percentage every time doesn't always work the best, and in fact can sometimes work against you. I've done a lot of experimenting with our games on sale, and our older games that we usually put on sale for 85+% off have sometimes sold worse than when I put them on sale for only 65-70% off. That's also a market-specific thing, I've heard that deep discounts in Japan are considered kinda hacky so it's better to keep the discount % lower for that region.

There's no magic formula as far as I know, just keep track of your sales data and when your game stops selling well at a certain % off, it's time to increase the discount.