These image were made by yours truly. Above is a screenshot of Meat Quest, below is of SnakePit in the editor.
You probably know that I sparingly work on smaller games occasionally while focusing on Paper Soul Theater. The two side games I'm currently working on use the same color palette but are nothing alike. Those two games are Meat Quest, and SnakePit, and here are my plans for them.
Meat Quest was very well received when it was released because people acknowledged it's aims to be thought-provoking, while also enjoyable in a niche way. It's a quirky adventure game that takes place in an saturated, ominous countryside with strange inhabitants and a crazy objective. Meat Quest is a love letter to gamers, post modernism, and those who like to get lost in fictional worlds --all three in very different ways.
I plan to continue working on Meat Quest even though it's complete; I think it would be improved by more content and visual polish. It's hard to get lost in a fictional world if the game only last a few minutes-at-most and looks sloppy. Meat Quest's expansion is also for the sake of increasing it's value as a game so that I feel comfortable displaying it to a big number of people. Back when I made Meat Quest, there were substantially less eyes on us as developers, and it was specifically made for a specific audience with raw passion, and I'm now worried that it isn't well rounded enough to be appreciated by the new people that come by here, not that I'd ever undo the raw passion. Again, I will mainly add content and improve the art.
Other than that, I also plan to improve the foreground user interface by moving the buttons to the side, and I also want to add a small handful of mechanics. I think the game should have a menu and some basic options they can toggle. Currently when people talk, they say one line and never anything new; I would like to fix that for most NPCs so that you can have more realistic conversations with them. I want the game to tell you what an object is when you touch it with your mouse, so that you can see the world the same way the protagonist does. I'm glad to be able to keep changes minimal so that my end goal feels comfortably near. I dislike not having an idea when I'll be finished; Meat Quest is relaxing and rewarding for that reason.
~ ~ ~
You probably know that I sparingly work on smaller games occasionally while focusing on Paper Soul Theater. The two side games I'm currently working on use the same color palette but are nothing alike. Those two games are Meat Quest, and SnakePit, and here are my plans for them.
Meat Quest was very well received when it was released because people acknowledged it's aims to be thought-provoking, while also enjoyable in a niche way. It's a quirky adventure game that takes place in an saturated, ominous countryside with strange inhabitants and a crazy objective. Meat Quest is a love letter to gamers, post modernism, and those who like to get lost in fictional worlds --all three in very different ways.
I plan to continue working on Meat Quest even though it's complete; I think it would be improved by more content and visual polish. It's hard to get lost in a fictional world if the game only last a few minutes-at-most and looks sloppy. Meat Quest's expansion is also for the sake of increasing it's value as a game so that I feel comfortable displaying it to a big number of people. Back when I made Meat Quest, there were substantially less eyes on us as developers, and it was specifically made for a specific audience with raw passion, and I'm now worried that it isn't well rounded enough to be appreciated by the new people that come by here, not that I'd ever undo the raw passion. Again, I will mainly add content and improve the art.
Other than that, I also plan to improve the foreground user interface by moving the buttons to the side, and I also want to add a small handful of mechanics. I think the game should have a menu and some basic options they can toggle. Currently when people talk, they say one line and never anything new; I would like to fix that for most NPCs so that you can have more realistic conversations with them. I want the game to tell you what an object is when you touch it with your mouse, so that you can see the world the same way the protagonist does. I'm glad to be able to keep changes minimal so that my end goal feels comfortably near. I dislike not having an idea when I'll be finished; Meat Quest is relaxing and rewarding for that reason.
~ ~ ~
In my original plan, SnakePit was going to be a minigame within Meat Quest that you could play by stealing a handheld from a kid, hence the same color scheme, but it grew into it's own game. You play as a bird-person living in a Halloween-like world. It's a platformer with minor elements of old school JRPGs. SnakePit is made for the purposes of being enjoyable and nostalgic. It's designed to easily fit on a Game Boy so that I can develop it fast in a tiny amount of time.
SnakePit is currently too short: it has two zones and one town. I have plans to give Sikk (the player) powers as you progress, and besides adding content, that is the main objective for when I expand this game. I want to change what happens when Sikk dies. The player will go into an alternate state where he or she controls his lost soul and have a brief period of time to get back into Sikk's body before the player loses a life (like Yoshi's Island). I could use this to make Wario Land-esque puzzles too, since Sikk's soul would be able to do things the body can't, but at the same time, getting injured would still be a nuanced punishment since you lose the elegant control of Sikk's body. Because of the extension, I also want to add more JRPG elements, like story progression, and world building.
In the future, I will pick one of our games to focus on as a secondary project. I feel I should stop working on Meat Quest until I finish SnakePit since, among several other reasons, I want the final version of SnakePit to turn profit. We at Otyugra Games agree that I need to complete and release our first serious game and soonish. Meat Quest is too strange and risky for our first attempt, River Wars; Road Goes 601; Peanut Caravan; and Hippie Business Balloon are too far from being compete, and my remaining games are either discontinued or not meant to be worked on yet. From now on, SnakePit will be my second objective; I will prepare it for a debut on Steam Greenlight and will put a lot of love each detail. Before launch, SnakePit will likely be renamed and tested by our fans. We need to begin our reputation on a high note so that people have a good reason to trust us as we make Paper Soul Theater, also to build a fan base. We make games for fun, but getting funding for future games is always good.
After I complete and release SnakePit, my secondary game priority/order is what follows:
Meat Quest, Peanut Caravan, The Road Goes, Dry River War (a reboot of River Wars), Phantomatics, Friends of the Void (a game I haven't started; it's like a creepy Tomodachi Life), and lastly the older versions of Hippy Business Balloon. It's also possible the team and I will begin on a side game which would instantly push all these listed games to the side. Also, if I enter a game jam, Friends of the Void might be made sooner than later, or a totally new game could manifest that way, which is how Pantomatics happened.
Thanks for reading. ;)
SnakePit is currently too short: it has two zones and one town. I have plans to give Sikk (the player) powers as you progress, and besides adding content, that is the main objective for when I expand this game. I want to change what happens when Sikk dies. The player will go into an alternate state where he or she controls his lost soul and have a brief period of time to get back into Sikk's body before the player loses a life (like Yoshi's Island). I could use this to make Wario Land-esque puzzles too, since Sikk's soul would be able to do things the body can't, but at the same time, getting injured would still be a nuanced punishment since you lose the elegant control of Sikk's body. Because of the extension, I also want to add more JRPG elements, like story progression, and world building.
In the future, I will pick one of our games to focus on as a secondary project. I feel I should stop working on Meat Quest until I finish SnakePit since, among several other reasons, I want the final version of SnakePit to turn profit. We at Otyugra Games agree that I need to complete and release our first serious game and soonish. Meat Quest is too strange and risky for our first attempt, River Wars; Road Goes 601; Peanut Caravan; and Hippie Business Balloon are too far from being compete, and my remaining games are either discontinued or not meant to be worked on yet. From now on, SnakePit will be my second objective; I will prepare it for a debut on Steam Greenlight and will put a lot of love each detail. Before launch, SnakePit will likely be renamed and tested by our fans. We need to begin our reputation on a high note so that people have a good reason to trust us as we make Paper Soul Theater, also to build a fan base. We make games for fun, but getting funding for future games is always good.
After I complete and release SnakePit, my secondary game priority/order is what follows:
Meat Quest, Peanut Caravan, The Road Goes, Dry River War (a reboot of River Wars), Phantomatics, Friends of the Void (a game I haven't started; it's like a creepy Tomodachi Life), and lastly the older versions of Hippy Business Balloon. It's also possible the team and I will begin on a side game which would instantly push all these listed games to the side. Also, if I enter a game jam, Friends of the Void might be made sooner than later, or a totally new game could manifest that way, which is how Pantomatics happened.
Thanks for reading. ;)