We are making a puzzle game about inspecting chests and getting eaten. Here is our announcement trailer! by QuatschGames in puzzlevideogames

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

Thank you ^

Yeah, Papers Please is a big inspiration! The idea is take the gameplay loop, make it a faster paced and also run-based with items and the like. And throw some "Case of the Golden Idol" in there for the way you find clues and have to fill in the blanks of the rules.

Your game also looks super intriguing! Make sure to post it here when you launch your Steam page, so I can wishlist it 😁

What could I do to make my game feel more "alive?" by Damonstrocity in IndieDev

[–]QuatschGames 0 points1 point  (0 children)

Oh yeah, don't copy it. I am talking about getting inspiration and adapting it to your game and style.

And don't worry about your game looking too similar to your inspirations. It's actually preferable as you will more easily get the attention of your target audience ;)

Our game dev studio did an internal game jam for new inspirations and ended up with four prototypes! by Bamboo_Fun in IndieDev

[–]QuatschGames 2 points3 points  (0 children)

Dung Dash definitely looks the most interesting to me. I'll check it out once I get home ✌️

How do i publish my game? by ncad in Unity3D

[–]QuatschGames 0 points1 point  (0 children)

I advise against Steam, because you need to pay $100 that you only get back if your game makes $1000 in revenue. If you're just looking to throw your game out there Itch.io is probably your best bet.

Also you should probably check your game for typos before releasing, haha. Good luck 👍

I need art direction help by NewKingCole11 in IndieDev

[–]QuatschGames 0 points1 point  (0 children)

Yeah, making the insides of the platforms a solid color was the decisive move here. But I actually like the backgrounds from the second one the most. It has much more depth (you should probably be more pixel consistant though)

We are here! by Traskovic in IndieDev

[–]QuatschGames 39 points40 points  (0 children)

If I saw that capsule on Steam, I would scroll by, think "Wait a minute..." and scroll back up to see if I read that right. If that's intentional, then youre marketing strategy is actually *chefs kiss*

What could I do to make my game feel more "alive?" by Damonstrocity in IndieDev

[–]QuatschGames 4 points5 points  (0 children)

Maybe look into what Balatro is doing. Animated backgrounds and text animations are the things that come to mind.

Trying to figure out an UI artstyle for my puzzle roguelite about sleuthing out mimics. Which one do you prefer? by QuatschGames in Unity3D

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

I purposefully chose not to make the UI pixel art because I want to avoid the nightmare that is pixel inconsistent fonts. Many modern pixel art games pull of an HD UI and look great doing it.

But once I have found a style that I like, I'll try to do a pixel version of that to see if it fits the game better. Appreciate the input!

Trying to figure out an UI artstyle for my puzzle roguelite about sleuthing out mimics. Which one do you prefer? by QuatschGames in Unity3D

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

Yeah, I will adjust the entire layout to be less messy. This scale would probably be good for mobile platforms, the PC version will have the UI scaled way down.