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Their Second Game Did Worse, Now What?
30 October 2025

Their Second Game Did Worse, Now What?

A Game Dev Podcast With Jonas Tyroller

About

This is a conversation with Julian Colbus from DigiTales Interactive, the creators of Lacuna and Between Horizons. We talk about regrets from their last game, how to succeed with story based games and how to make it as an indie game developer.




Links to my Guest


➤ Lacua on Steam: https://store.steampowered.com/app/1364100/Lacuna__A_SciFi_Noir_Adventure/


➤ Between Horizons on Steam: https://store.steampowered.com/app/1921980/Between_Horizons__A_SciFi_Detective_Adventure/


➤ The Great Sassanelli on Steam: https://store.steampowered.com/app/2195490/The_Great_Sassanelli__An_Interactive_Novel/


➤ Unburied Kickstarter: https://www.kickstarter.com/projects/1911240994/unburied?lang=de


➤ DigiTales Interactive (More Links): https://digitales.games/




Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):


➤ https://tyrollerjonas.podbean.com/




0:00 - Intro


1:01 - Building Without Marketability in Mind


2:04 - Making “Detective” Readable at a Glance


3:33 - The Market Shift: 2021 vs 2024


4:24 - 3D vs 2D: Cost, Detail, and Personality


6:20 - Modernizing Point-and-Click


7:57 - Growing Team and Scope (and Losing Creative Control)


12:23 - Elegance Over Features


14:24 - Lessons from Cheap Horror Hits: Nail the Hook, Skip the Fluff


15:11 - The Essence of Detective Games


17:38 - Solution Inputs That Resist Guessing


20:33 - “Choices Matter”


24:16 - Semi-Open World Detectives: Combinatorial Explosion


26:46 - What Makes a Good Story in Games


28:00 - Selling Story Games via Setting; Be Oddly Specific


34:05 - Design by Committee vs Strong Vision


36:57 - Studio History and Team Scaling


39:49 - Becoming a Publisher


41:26 - New Business Plan: Smaller, Cheaper, More Frequent Releases


42:18 - Stepping into Survival Horror (and Why)


43:30 - Survival Horror’s Proven Formula and Feel


45:20 - Disempowerment and the Illusion of Scarcity


49:45 - Next Detective Game


52:09 - The Second-Game Slump: Causes and Fixes


56:45 - Don’t Make Direct Sequels as an Indie (Most of the Time)


01:00:50 - Steam Cross-Promotion: “From the Creators of…”, Bundles, Discounts


01:03:59 - Writing Better Dialogue


01:10:27 - Make the Story the Gameplay


01:14:57 - Hidden Mysteries and Multiple Active Cases


01:17:53 - Open-Ended Inputs vs Bespoke Reactions


01:21:48 - Dialogue System: Custom Tool, Booleans, and Logs


01:29:40 - Make It Obvious: Premise, Key Art, and Core Loop at a Glance


01:31:44 - Descriptive Trailers and Demos That Filter Buyers


01:36:45 - Screenshot Best Practices


01:39:22 - Design for Trailer Moments


01:41:36 - Budgets and Team Sizes: Why Mid-Size Struggles


01:44:53 - Indie Math: Real Costs and Platform Cuts


01:49:29 - Scope Discipline: Focus Saves Money and Quality


01:50:25 - Team Composition: Be Selective


01:52:31 - Work with Equals or Better; Pragmatic Dev Beats Over-Engineering


01:55:42 - Know What’s Possible (and Where AI Helps)


01:59:21 - Marketing in the For-You Era: Authenticity and Hooks


02:06:09 - Creator Outreach That Works (and Tools to Do It)


02:11:30 - Wrap-Up and Plugs: The Great Sassanelli, Socials, Unburied




My game "Thronefall":


➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/


➤ Discord: https://discord.gg/gVYctptyg8


➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview




My game "Will You Snail":


➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/


➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK




For the game developers among you:


➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ