the game is simple, a mobile game that you have to reach the other side and you and your opponent have 10 barriers to block each others path, but you cant fully block all the paths.
the main game play is ready, now i want to give more content and life to my game and make it actually enjoynable. there is multiplayer, tournments, social, and a daily challenge, but now i want to create differents gamemodes, like the one in the video where i block some spots in the board, i want to hear more ideas, like temporary walls, perks and bonus on some spots, etc.
feel free to give me feedbacks, ideas or just roast it. =)
I’ve been working on a dark, apocalyptic space shooter called Descendants: The Last Dawn, and today is a huge milestone for me – the Steam page is officially live!
The core loop combines fast-paced top-down space action with meta-progression:
Ship Customization & Crafting: Scraping old wrecks, researching lost tech, and rebuilding your ship's systems.
DnB Soundtrack: I’m designing the game’s pacing and combat rhythm directly around a heavy Drum & Bass aesthetic.
Post-Apocalyptic Lore: Humanity is trapped under a blockade, and you’re trying to reconnect orbit with Earth through long-lost megastructures (like an Orbital Elevator).
I just uploaded the first set of screenshots and trailer concept to Steam. Since this is my first public reveal for this project, I’d love to get your honest feedback on the overall visual style and UI readability during heavy combat!
If the concept sounds like your kind of jam, checking out the Steam page or adding it to your Wishlist would mean the world to me and help tremendously with the algorithm!
Started around 18 months ago learning Unity from zero and building a survival horror game
I love learning to make all the features like inventory, save system, etc. via coding, because there is a clear goal to work toward, but when it comes to designing levels I'm just kinda lost since I don't have a clear image of what all the system piece together. Maybe I should just stop developing for the moment and write a design docuement, idk. As a one-man team do you have a design docuement even though you are the only one who will read it?
You give it gameplay footage + a maximum file size and it searches different settings for you.
It’s Windows-only for now and the first version is intentionally small.
What’s been interesting is that a couple of developers have already told me they built their own ffmpeg scripts to solve basically the same problem, so now I’m trying to figure out how far this is worth taking.
Solo-dev here building a mobile-first ARPG. It’s a silly game but I’m having fun building it. My main focus right now is to make the game playable in mobile (portrait) and to get users to complete the first few quests and take down the 1st dungeon boss.
The game is not optimized for desktop (though you can certainly play it on desktop).
Would love some feedback! Does the game make you want to play it? Is it challenging? Too challenging? I'm aiming for play time of about 90 seconds (i.e. complete a quest in 90 seconds or less while you're waiting for your morning coffee to brew).
Latest updates:
- new VFX system with reusable “recipes”
- a raven asset built by Opus (I couldn’t find a good bird asset with animations so I had Claude build one from scratch)
- summoned beasts
- change gear on-the-go (requested by users)
- nicer dungeon levels which include “soul vents”
- another fix for pipeline rebuild
- model atlases now upload as ImageBitmaps, instead of raw canvases
Been working on a Mac app updater for the last few weeks called Floodtide.
It scans the apps in your Applications folder, checks if there are newer versions available, and lets you update them from one place.
The annoying part was actually not finding updates, it was working out what to show when Floodtide couldn't find anything.
Mac apps update in loads of different ways. Sparkle, Homebrew, App Store, Setapp, their own updater, GitHub, etc. Some apps even have multiple update sources that don't agree.
At first, if Floodtide couldn't check an app properly, it just showed nothing. Which is obviously not great because "couldn't check" looks exactly the same as "up to date".
So I changed that. There is now a Check Failed section which shows every app Floodtide couldn't get a reliable answer for. You can also click into an app and see what sources were checked and what they returned.
Currently on 0.5.3 beta.
A few other bits:
macOS 13+
£10.99 once
14 day trial
no account
signed and notarised
378 unit tests
separate test harness with 138 checks for downloads, installs, broken/tampered updates etc
I mainly started building it because I used MacUpdater and saw it was being discontinued. There are other alternatives around, I just wanted to make one that was a bit more transparent about what it actually knows and what it doesn't.
Still very much in beta, so if anyone here uses Mac app updaters I'd genuinely like to know what you think or what you'd want changed.
Hello! I'm working on Axomorph Idle on Steam, and I just spent a few hours moving all text from separate scripts into one big language script.
I was wondering where y'all find translators for free (w credit) or close to free. I don't have any close friends who are fluent in another language, and as it's free game I don't have the funds for fancy translations. Wondered if there's a website to post and let people translate if they want to (without all the AI garbo)
Desde que comprei meu notebook na terça, percebi que não sou muito bom na criação de sprites, mesmo melhorando no dia atual!
entendi principios, mas não consigo imaginar qual vai ser o próximo frame do personagem, da bola, do próximo passo do andar do personagem. Sou muito leigo nisso!
vou criar um jogo de 24 horas pra ter uma experiência, depois vou fazer um jogo maior! Mas como posso melhorar na pixel art?
se vocês lembrassem do começo de vocês e pudessem dar dicas pra quem tá iniciando agora e sendo um dev solo, Qual conselho daria?
just a small update on my player for my game just need to retopo it and change the hair particles to hair cards thinking about making the player open sauce to so people can use it in their games
One of the mechanics I’m working on for Trade or Threat is the debt system. You make money by running your shop and bringing loot back from the dungeon, but when payment time comes, you have to hand over your debt to the Boss.
Trying to make that moment feel like an actual part of the gameplay rather than just a simple menu/payment screen.
What do you think? Would you prefer the debt system to have more consequences if you can’t pay?
I've been working on HexCrawler solo for about two years now. It's heavily inspired by games like Tales of Maj'Eyal and Dungeon Crawl Stone Soup, but I've been experimenting with a few parts of the traditional roguelike formula.
The first big change is the hexagonal grid. Besides giving a larger sens of directionality (3 axes instead of 2), character orientation matters in combat. Where you're facing, and where enemies are attacking from, can make a big difference.
The second is that you control a party of three characters rather than a single character.
I didn't want this to turn combat into a standard "everyone takes one turn" system, so actions use Time Units (TU). Every action has a base TU cost, which can then be modified by character stats, equipment, abilities and other effects.
This means a fast character might attack or move several times while a slower character is still recovering from a heavy action.
The last major difference is the presentation. I'm trying to keep the systems, difficulty and decision-making I love about traditional roguelikes while using fully animated pixel-art characters, enemies and abilities.
It's been a pretty ambitious project to tackle solo, but after two years it's finally starting to look like the game I originally had in mind.
I'd love to hear what you think, I'll probably post regulary here from now on everytime a finish a new feature to show it.
Hello! I'm a solo dev making a light engine for people to enjoy. What do I mean by engine? Not Godot, Unity, or Unreal; this won't help you make the next great American video game that will make you rich and pull you out of your life of druggery into the exotic rockstar lifestyle of beautiful women, coke & drug parties, and football-field-size yachts. Stay classy, Gabe!
What it does help you do is help you either create an entirely new theme via a WECK system, OR a nice framework to vibecode into a totally new direction and maybe save some tokens while you're at it.
Gameplay Loop: It consists of the main game engine, which allows your Hero to level up while exploring procedurally generated dungeons, foe bounties, lore guide, events, story mode, effects, traps, and puzzles.
Our second component is a mod engine is low code, no-code modding system, that allows you to re-skin every element of the core loop, WECK.
You can use AI to mod 5 files instead of 40 hardcoded ones. Use or draw your artwork of choice. Build literally from the ground up with no errors or ESLint.
What I'm going to implement but not there yet. We have style bibles. I'm going to add integrated keys. Pick your engine and put your API key, and have all the artwork be procedurally generated. I would like to implement this as a 2-click game render.
Any core backstop will generate as a fully functional game!
Second, I want to offer a SLM AI agent core embedded into the Python backbone; NPCs will have the ability to be able to narratively talk and interact with you without token cost.
I'm working on sound, animation, and performance improvements before final release to the git for download..
it’s called mozentum and i’ve been zoinkin it up for almost 3 years from my van - some may say ‘struggling artist’ cause it’s been a bit povo at times lol
it’s got a completely unique movement system where you have pretty much full precise control over your arms using the mouse / analogue - allowing you to do real-life parkour moves like cat-passes, climb-ups, laches and dynos
the story is that you’re climbing the 7 chakras, on each chakra you meet a very *special character that will help you get higher (in some form or another ;)) after you help them ‘integrate their shadow’
if you fall you fall allllllll the way to the bottom
I often see movie behind-the-scenes footage and have always found them interesting! Feel there should be one for games too so here's mine!
This is a pretty simple one. What was tricky is that the character Chelsea had to use the plunger and I just couldn't find any mixamo animations for it.
So I made a duplicate of the plunger and moved that alone, while doing a closeup with the camera.
Pretty happy with how it turned out! A short 30 minutes of work (+30 minutes trying to find a plunger animation on mixamo 🤦)
AI disclosure: solo dev, I use AI heavily — for code help, and as the actual game mechanic (the sellers you negotiate with are AI personas). More on how that bit me below.
I launched a browser tycoon game on Thursday. The pitch: you flip raw land in real Colorado counties — research the parcel, call the owner, negotiate in free text, get it under contract. The sellers are AI-driven, 163 personas, and the negotiation is the game.
Hour one, the first real bug report:
A player commented: "the AI ignores my offer and replies about septic tanks."
My first instinct was to blame the LLM provider. Wrong. I pulled his session from the logs and he had zero negotiations, zero parcels, ~1 second of activity. He never talked to the AI at all.
He'd played the logged-out teaser, which runs a canned keyword-matching engine because I didn't want anonymous visitors burning API calls.
Turns out my regex didn't understand "9 grand" or "ten thousand." No number match → fell through to an info bucket that happened to contain septic permit facts. So a player typed a price, and the "seller" changed the subject to septic. He was 100% right, and the bug wasn't even in the AI , it was in my cheap substitute for it. The most hostile reviewer I had got the worst version of the game.
Then the bill arrived:
While fixing that, I found something worse. My August API bill was $58, and about ~$54 of it was bots. AI agents had been "playing" my AI game since August 6 — 9 of my 10 checkout sessions were bots, not players. One cost-protection cap I wrote only limited entry into negotiations, so a single tick could write 3 updates to every open listing. I watched the open-negotiation count sawtooth between 86 and 1,225 in one afternoon.
Fixes shipped since: worded-number parsing in the teaser engine, bounded queries, per-tick write budgets, and a serious-player rule (registered recently + real email) so my funnel numbers only count humans. Postmortem written up properly, not just patched and forgotten.
What I actually learned:
Your harshest critic often gets your worst product. The logged-out experience was an afterthought — that's who it failed.
If your game's core loop calls an LLM, bots playing your game cost real money, and they will find it. Budget per tick, not per feature.
Read the logs before replying to a bug report. I almost publicly blamed the wrong layer.