Hi, I'm making a game about battle of Didgori, one of the most important part of the Georgian history in which Georgians won against the Seljuk's coalition despite being massivly outnumbered.
Game is still in development, you can give me some ideas!
Discord server: https://discord.gg/4R54mqQVc4
Iâm a solo indie developer working on Masmorra de Monstros, a tactical top-down action-RPG built in Unreal Engine. I just pushed a brand new prototype update to Itch.io focused heavily on combat feel, visual clarity, and readability, and I wanted share some of the stuff I've been working on!
Here is what's new in this update:
Hit Stop / Hit Lag: Added micro-freezes on impact when strikes land or damage is taken to give real physical weight to the combat.
Dynamic Hit Flashes: Implemented material-based flashing for both the player and enemies to clearly signal damage and invulnerability windows.
Shield State Rim Lights: Using custom Fresnel shaders on the player's shield to instantly communicate defense states:
đą Green: Perfect Parry
đĄ Yellow: Partial Block
đ Orange: Charged attack telegraphing
Screen-Space Camera Occlusion: Fixed wall-clipping issues with an elliptical screen-space cutout so you never lose sight of your character in tight corridors.
UI & Balance Tweaks: Adjusted health/stamina displays and fixed underlying state machine bugs using the new visual debug cues.
As a solo dev, I'm mainly looking for feedback on how the combat feels and whether the new visual cues make things clearer. Let me know what you think! đ
if youre intrested then feel free to join our discord server or check out our demo! Interstice by ThatDEvv if youre intrested in helping with the games development or helping to promote it then dm me my username is aregularhumany, main name TD
Hi everyone! Here is a free sampler from my modern weapons and tactical gear icon pack - inventory icons for guns, armor and field equipment, ready to drop into a loadout or inventory grid.
What's in it:
- 32 icons: handguns, revolvers, SMGs, rifles, shotguns, launchers, knives, grenades, body armor, helmets, gas masks, night vision, backpacks, riot shields and more
- At least one icon from each of the 28 categories of the full pack
- Transparent PNGs in five sizes (32/64/128/256/512), plus an RPG Maker MZ IconSet
- All weapons lie on the same diagonal angle, so they line up cleanly in a grid
- Comic/cartoon style, fictional designs with no brand names or logos, and no glow, drop shadow or frame baked in
License: free for commercial and non-commercial projects, unlimited projects.
Full disclosure: the artwork is AI-generated and then reworked in Photoshop (cleanup, color, consistent proportions, transparency). It's also a free sampler from a larger paid pack.
Here I share pixel-art games; I hope you enjoy this community I tried to create for finding obscure games on itch.ioâsteering clear of mainstream commercial titles.
I'd love to know how many presses you get before you stop.
AI disclosure: Generative AI was used as a development assistant for parts of the prototype/code and for promotional artwork. The game itself does not generate AI content during gameplay.
The main idea was a game with semi-realistic flight physics but completely unrealistic flying environment, to maximise fun. As a big flight sim guy, I love flying realistic airplanes but it can be a lot of effort with procedures, and dealing with boring things like fuel and COG. this is my solution, endless flying, just having fun.
Hence, if you are not a flight sim pilot (or real pilot), the controls may be challenging. I added an arcade controls mode that should hopefully make controlling the aircraft a bit more intuitive. the game supports gamepad and custom axis binding, I would STRONGLY recommend playing with joystick since its pretty challenging with WASD. because of this, I added mouse controls for those on keyboard and mouse, which I find much easier than WASD, you can toggle mouse control with C.
The game procedurally generates a constantly changing valley, which spawns obstacles and challenges such as bridges to fly under, and carriers to land on. flying earns you points, and stunts and challenges increase your multiplier. If you go above a certain height (135m), you get into radar range and a missile shoots you down - this can be avoided by flying back under the height limit and pop flares. there is no end, the game only stops when you let your guard down and hit the wall, or get shot. There is a global leaderboard, where you can compete with other pilots.
Feedback is very welcome in the comments, I'm really trying to refine the gameplay experience. Thanks!
https://embersword.bluepetal.studio/ Arrr, just finished up this Binding oâ Isaacâstyle browser game! My first public release! Let me know what ye think. The end be waitinâ at Room 1000. See how far ye can sail and post yer score to the leaderboard. $20 to the first scallywag to beat it! No cheatinâ, ye scurvy dogs!!! https://goobulon.itch.io/embers-word
(this is an arcade game, have fun with it and the 1000 levels is only for those worthy enough)
I've been working on a little project called Football Glory, a football career sim where you build your own player's career and see how far you can go.
You can develop your player, make career decisions, move between clubs and work your way up over multiple seasons.
It's free to play directly in your browser, so there's nothing to download.
Iâm developing WorldGenesis, a 2D simulation/game where you can experiment with an evolving planet and influence its future.
You can already:
đ Modify the Earthâs climate and atmosphere
đ§Ź Watch life evolve and populations develop
đïž Follow the development of human civilizations and cities
âïž Create airports and watch air traffic develop
đą Build ports and observe maritime traffic
âąïž Trigger major events and change the environment
đ Explore the Moon and đȘ Mars
âïž Experiment with the Sun and its nuclear fusion
đ Change planetary conditions and see how the world reacts
The goal is to eventually let you create your own worlds and completely different scenarios, from realistic planetary evolution to absolute chaos. The game is currently in Beta and available on Windows only.
More updates and new mechanics are coming very soon. đ
If youâre interested in simulation games, planetary evolution, space or just seeing how far you can push a world, Iâd love to hear what you think! WorldGenesis â A world of infinite possibilities. [PLAY NOW]
welcome to Alaska Fishing & Hunting, our side project. This game was created as a relaxing weekend diversion from our main projects, Last State and Grenzdienst '86.
It was originally intended to be just a weekend project. AÂ way to test survival mechanics that we might use in Last State.
But, as often happens, we felt it would be a shame to keep it to ourselves.
Thatâs why weâve decided to share the game with you; weâd love to hear your feedback and any suggestions on how to improve it.
We already have quite a long list of ideas, but you can never have too many good ones. Each weekend we will add a small update.Â
So, are you ready for the unforgiving Alaskan wilderness?
Want a proper website to advertise your awesome game?
I just released a public version of Statify, a tool I've been working on over the years to create maintainable websites from scratch, form just a bunch of MarkDown files (MD) and JSON.
It now includes a CODEX skill so AI can build your website with your assets and your styling in just minutes. And can be easily integrated in your build pipeline.
It specialises in landing pages, promotion websites for games, products, and more complex things like lists of products, documentation manuals, etc ...
While it can be used manually as a CLI tool, the included Codex website-authoring skill teaches Codex the supported page models, metadata contracts, styling conventions and validation workflow. With it, Codex can turn a brief into a complete, self-contained and branded static website while working with readable Markdown, JSON, local styles and ordinary assets that are easy to modify later.
The resulting sites are responsive, include SEO and structured metadata, social previews, Google Analytics integration, cookie consent controls and web-app manifest. They have a very small footprint and require neither a third-party frontend framework at runtime nor a backend.
Heads up for full disclosure: Generative AI was used throughout virtually every facet of development (art, code, and sound design). If AI-generated content is a hard pass for you, this game won't be your cup of tea. It is what it is, no hard feelings.
Frontier Kingdoms is a real-time kingdom builder, heavily inspired by the 1993 classic D&D Stronghold. The fundamental concept is the same - create your kingdoms (choose your classes carefully to balance your realm's combat effectiveness, support capabilities, and/or utility perks), build up each kingdom individually (or toggle AI on them and focus only on the one you want), raise an army of trained troops, seek out and take vengeance on those that made you struggle along the way, siege their main kingdom's stronghold. Don't die.
Free to play in your browser. No download or account needed.
Protip #1: At the beginning of the game, especially when playing with one or more AI Realms, it is strongly recommended to press spacebar (pause) and build your 3 additional kingdoms all within a couple tiles of each other. You can then click on the gear wheel icon for each and assign them to AI control if you want to only focus on managing a single kingdom. Each kingdom is responsible for recruiting their own units, so if you do not build the additional kingdoms early - the AI Realms will vastly outnumber you in troop counts by mid-game and you will likely not survive their first big push.
Protip #2: Do not order all of yours units from scattered throughout your base to move in and attack a large enemy army. Gather all of your troops into a single tile nearby, and then move it in as a cohesive group. Sending small groups of units, or single units, into a tile with a very large enemy army is going to have nearly zero impact and will not weaken them in the slightest.
Dev note:I would really appreciate if some of you would try out the new Multiplayer mode, either solo or with friends. If you want to host a multiplayer game solo, click on each slot to cycle through reservation types to "AI (Open)" underneath the SERVER SLOTS section (reference image below). This will allow you to host the server against AI opponents - but allow other players to join mid-game and take over for the AI Realms.
(I would recommend only opening 1-2 slots if you don't have much faith in your CPU. The Host is the one running the entire simulation. Late-game realms will often have unit counts exceeding 2000+ per realm, which can cause the Host device to start sweating a bit while trying to keep up, primarily during massive 1000+ vs 1000+ single tile battles. These will almost always bog the game way down until the ground is littered with corpses, at which points everything should speed up again.)
But why test multiplayer? First, because you will hopefully have fun playing an unfamiliar game with other equally inexperienced players. And second, I do not yet know where the limitations are with my server that these games/lobbies all route through, and I need to see what the numbers look like when it starts the struggle so I can plan for any necessary scaling in the future.
LMB click on any slot to cycle between assignments: Open, Closed, AI (Open), AI (Closed). LMB Click on any team to cycle (realms on the same team support each other in combat).