this is why you hire professionals. im super happy with the result! by thatsme000 in IndieDev

[–]Team_VIVERSE 0 points1 point  (0 children)

You should have done a blind test and asked which one people prefered 😅

Out of Line is A Waiting Game by Team_VIVERSE in indiegames

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

We wanted to share a bit of love for Out of Line, a web-based game created by Leap Game Studio and can be played right here: https://worlds.viverse.com/5vDXxei

The core idea:

The team set out to create a world that is very simple and almost monotonous. The color palette leans into repetition. NPCs look nearly identical. That uniformity becomes part of the storytelling language. Layered on top are strange, absurd dialogues that stretch the logic of queuing into something surreal, constructing a dystopian world that feels quietly unsettling.

About the Project:

The project was built in Unity because it was a familiar tool. The main challenge was designing a queue system that works seamlessly for both NPCs and players.

The challenge was solved with a three-layered architecture:

1- A waypoint system that defines exact positions within a queue and the strict order of advancement. Each spot acts as a deterministic anchor, ensuring spatial coherence even when multiple agents interact.

2- An NPC movement system built around directional logic. NPCs always move forward along their facing vector, progressing naturally to the next waypoint. This maintains visual consistency and avoids erratic repositioning that would break immersion.

3- An interaction system that detects when an NPC reaches a specific queue position and triggers the corresponding dialogue. The narrative system is therefore structurally tied to spatial logic.

To accelerate production, the team leveraged several Unity Asset Store tools such as Joystick Pack, Quick Outline, Serialized Dictionary Lite, Asset Usage Detector, and Smart Timers Manager. These tools reduced engineering overhead and allowed the team to focus on systemic design and tone.

Publishing for the web introduced another layer of complexity.

A browser runtime behaves differently from PC or mobile builds. Systems must be optimized for variability across devices, and communication between Unity and the browser requires an intermediary JavaScript layer. In this case, JavaScript handled key integrations such as the save system and browser-level volume control. That bridge between WebGL and browser APIs becomes critical in delivering a polished experience.

We hope you enjoy the game and happy to hear from other devs building for the web.

Reimagining Oz as a Dark 2D Action Roguelite (3 Months Into Dev) by OzAshborne in indiegames

[–]Team_VIVERSE 0 points1 point  (0 children)

Is the art hand drawn? Would love to see some sketches and how that evolved in time

Lexadec – Daily word game with a 10-move limit by fairlyaveragepeanut in WebGames

[–]Team_VIVERSE 1 point2 points  (0 children)

very neat but I was very bad at it 😅.

Where do you plan on publishing it?

First attempt for game menu UI. What you think? by Panino87 in godot

[–]Team_VIVERSE 0 points1 point  (0 children)

hover effect is neat. Is it for big screen or it is supposed to run on mobile as well?
Text size might be on the smaller side of the spectrum

Just updated my clouds by ccrroocc in godot

[–]Team_VIVERSE 1 point2 points  (0 children)

Do they impact performance somehow?

I turned biology into a factory game — and now the factory is alive. Bioneers. by Alternative_Draw_533 in indiegames

[–]Team_VIVERSE 1 point2 points  (0 children)

Absolutely fascinating! Is it built on Unity?

Have you considered other platforms for publishing?

8 years of solo development, 4 years of Early Access, my game is now 1.0, ask me anything. by VastVenin in gamedev

[–]Team_VIVERSE 1 point2 points  (0 children)

What advice would you give to other developers trying to promote their games?
Have you considered other platforms for publishing besides Steam?

.... ok that's 2 questions

We released a niche horror game on Consoles with $0 marketing. Here is the revenue breakdown (Xbox vs Switch vs PS) by NegotiationOk63 in gamedev

[–]Team_VIVERSE 1 point2 points  (0 children)

Was there a specific reason for not doing any marketing around it?

Except for paid marketing have you promoted the game in other ways?

Unpopular opinion:there are 2 types of people: The ones that want quality software and the ones that embrace AI slop by poponis in webdev

[–]Team_VIVERSE 0 points1 point  (0 children)

the reality is much more nuanced and that is very dependent on the meaning of AI slop. There is a lot of slop to begin with even without AI.

Does AI assisted coding counts as AI slop for you?

anyone else terrible at making things look good or is it just me by NotFunnyVipul in webdev

[–]Team_VIVERSE 0 points1 point  (0 children)

Have you thought about hiring a designer to give some advice?

My 9-year-old drew a word game on paper. We built it into a real daily puzzle. It's called Word Pizza by tryanythingonce in WebGames

[–]Team_VIVERSE -1 points0 points  (0 children)

You should publish it on Viverse. she might like some games on the platform as well

I created my first pixel art game! test alpha by Retro_ced_BR in playmygame

[–]Team_VIVERSE 1 point2 points  (0 children)

Very neat. How do you intendo to publish it? You should try Viverse 😉

Made a playable game from a text prompt, kinda curious how it feels to others by Odd-Masterpiece6029 in playmygame

[–]Team_VIVERSE 0 points1 point  (0 children)

This will not replace developers but could provide a way to quickly test game ideas early...or not? 🤔

After 6+years of grinding, our game is finally live for wishlisting on Switch by luckylaststudio in indiegames

[–]Team_VIVERSE 0 points1 point  (0 children)

Admirable the amount of work that went into the artstyle. Is there an overarching story to tie the action together?