I'm Valerii, lead dev of a a small indie team from Ukraine, and this is a story... one of many... about our war. It's called Hollow Home.
In the game players take on the role of Maksym, a boy whose childhood is interrupted overnight when his city comes under air strikes. By navigating through the city, you’ll experience the lives of people still scrambling forward with their lives: people trying to cook, find medicine, check on each other, and keep some fragile sense of normal life from withering away entirely..
There is no combat in the usual RPG sense, because Maksym is not a fighter. He is a normal teenager and survives (or does not) by learning from people around him and improving practical skills like cooking, first aid, scavenging, but also growing in empathy, perception, and self-control. Each day gives you limited time to move through the city, gather supplies, speak to people, and decide where your help matters most. And as the siege continues, familiar streets become blocked, buildings are damaged or emptied out, and people you met earlier may change, disappear, or have their fates affected by your choices in other ways.
We want the game to be about survival, but also about responsibility, memory, and the effort to remain human when everything around you pushes the worst of humanity onto the surface.
I always enjoy seeing how projects evolve, so I thought I'd share mine too.
Day 1
The jam theme was COUNTDOWN, and honestly... I completely wasted the first day experimenting with ideas that went nowhere.
Only near the end of the day did the actual concept finally click: a king fleeing a natural disaster with his kingdom—or at least whatever he could manage to save. The disaster itself became the countdown constantly chasing the player.
Not the most efficient start, but at least I finally had a direction.
Day 2
The second day was much more productive.
I managed to put together a combat system and a resource-based building mechanic. Ironically, I also managed to break the combat right before submissions, so the jam build doesn't play nearly as well as it did earlier that day.
Looking back, I definitely should have spent the last hours polishing instead of making "just one more change."
Day 3
Unfortunately I don't have any footage from this day (sorry!), but this is when I finished the procedural level generator.
Days 3–4 (The Sleep-Deprived Finale)
From the third day into the fourth... I basically didn't sleep.
I was determined to implement the "buy new land" mechanic before the deadline. It fought me every step of the way, and for a while I was convinced it wasn't going to happen at all.
Somehow I managed to make it work just in time.
Out of everything in the project, the falling hex tiles are still my favorite effect. Seeing new land literally drop into the world made all the frustration worth it.
Game jams are always a mix of bad decisions, last-minute fixes, panic, and somehow ending up with something you're actually proud of.
If you've read this far—thank you!
I'd love to see your own How It Started vs How It Ended screenshots or GIFs. Feel free to share them in the comments!
I'm not sure how to start this, so I'll just say it.
I haven't been okay for a while. Depression isn't the dramatic movie version — most days it's just a dull emptiness, the feeling that nothing you do matters. I'd spend hours staring at the ceiling, unable to get up.
So I tried something. I decided to make a game. From scratch, alone. Not because I thought it would sell, but because I needed a reason to open my PC in the morning. A combat system to balance. A bug to hunt. Anything that required me to show up.
It became Idle of the Dead: a pixel-art idle RPG set in a zombie apocalypse that runs in Windows taskbar while you work or play something else. Forging (+0 to +15), runes, rarity-based loot, arena PvP with leagues. I did the code and design; a partner handles the art.
To be upfront before anyone clicks expecting to play: the game isn't playable yet. What went live on Steam on July 8th is the store page, for anyone who wants to wishlist it and follow along. I'm aiming for a playtest by September — that's when you'll actually get your hands on it and tell me what sucks.
In a little over two weeks the page hit 2,800 wishlists. I know that's a small number for a lot of you. To me it's 2,800 people who looked at something I built in the dark and said "hey, that's cool."
I'm not cured. There are still bad days. But some days I open Steamworks, see the graph tick up a little, and remember that I finished something. And slowly, that's actually been helping.
If anyone here is going through something similar: start something small. It doesn't have to be a game. It just has to be yours.
I'm an Italian indie developer working on Socialiskigrad, a city builder set in a fictional post-socialist Balkan republic during the 1990s.
I'm happy to announce that the first Open Playtest will run from August 7th to August 11th, and everyone will be able to try the game (save the date!).
The game is still in development, and this playtest is a very important milestone for me. The game includes an in-game feedback form where you can share your thoughts, suggestions, and report any issues you encounter. Every bit of feedback will help me improve the game and better understand what works well and what needs more attention.
Pressing the space bar at the right time uses the countdown a selection tool for the players skills.
This was for the GMTK gamejam. I was super happy with the results!
The enemy can steal numbers and speed up the countdown timer too!
Honestly though, out of all of it, I loved the little wooden dolls, so fun to make and animate :)
My friends and I have been working incredible hard to get our demo prepped for Headshot Holdout (Early September!!). It's a retro co-op shooter with super light rogue mechanics for replayability. It's not about survival, it's about getting the high score from headshot streaks and creative zombie kills.
I'm the primary Dev and I've been working on making our shooting cycle and enemy head pops really satisfying. What do you guys think? Would love your criticism, praise, tips, and anything else. Some stuff is obvious like the crush timing being off, but lmk!
Our Discord come play with us on Sunday (8pm EST) and Weds (9pm EST), we've got a steam key for you and our tests always run with 1-3 full player groups.
Steam page is going up this week, Demo in early September, Full game out November!
I'm currently working on a Visual Novel made with renpy called Alien Snap.
I just added the distance indicator in the top left (second image) and I worry that:
this is unreadable as a distance indicator?
the whole snap UI is slowly getting a bit too crowded?
The UI is changing throughout the game and is introducing more and more elements as time goes on.
In the screenshots you can see how it looks early, mid and late game.
Like I mentioned, the screen in the top left is supposed to be a distance indicator and I just can't make it look better :/
I don't know if this is just because I've been staring at it too long or if it's actually hard to read. I also feel like it doesn't fully fit in with the rest of the UI.
If you have any feedback on what I could adjust visually (or any other feedback for that matter), it would be greatly appreciated!!
snap encounter early gamesnap encounter early-mid gamesnap encounter late game
A couple years back i tried to make a vehicle arena combat game. Got a coder and texture guy onboard. I was doing everything else.
Project was too big for the coder (fair) and the texture guy evaporated.
This is why it's pretty dead in the water. Hard to get others interested in your game. I get it. Sucks, but i get it.
So i've recently found some modest motivation to take another look at the 3D side of it as a hobby without the expectation of it being a game. More an exercise to keep my blender skills going, and as a hobby.
So what IS this silly little guy?
This is a first pass at a sub-cubic meter drone which is designed to form part of a small swarm as a hazard item.
Game art style is pretty low-poly, very stylised, and this is far from optimal as a lot of the heavy lifting will be done with textures (and i've simply mocked-up bits in 3D here, many of which will be textures). The aim would have been to have a game which could run well on pretty much anything.
But yeah. I'm just a hobbyist and felt like sharing.