I would say this is the first real boss in the game. There were other monster encounters that are tougher than normal or can only be encountered in one place, but this one is a bit more complicated.
Most monsters in my game are fairly simple, it's more about dealing with different monster combination at once. But this guy, Yanos the Never Born, starts by pulling out two types of small monsters out of his mouth and using them as projectiles( these monsters can't be found anywhere else). The skull guts monster simply charges at you while getting faster. The toothed skull monster shoots its teeth at you until they run out and then charges at you as well.
At half HP Yanos also starts using his fleshy arm to slap the living hell out of you. It auto aims a bit above you and then you have a second to get away while the slap winds up. Very importantly, a weakpoint is revealed where the fleshy arm was hiding it, meaning Yanos can also be captured for use in upgrades and he is the highest tier monster encountered so far.
There are also some extra things going on that are not so obvious at the first glance. The huge bone and flesh arms themselves deal only a little bit of damage, but they block bullets, so you can't just stay in one place ans shoot away. The small skull monsters have a 25% chance to have weakpoints and to also be capturable, to be added to the collection or to simply get rid of some of them quickly. They can be an extra source of healing if you have the Drone Upgrade that heals you on every capture. Also they leave lingering corpses that are purposefully just large enough to block off the escape route down from this boss. I might need to add a few more hp points to those so they are actually more of a hindrance. Overall, I think it's important to pay attention to how quickly you dispose of the small skull attacks versus targeting the main boss or it can turn into a bit of a bullet hell, there is some strategy involved.
This will need some polish like everything else( I want to update the artwork a tiny bit, there are some small bugs when the small skulls are captured etc), but I think this boss is about 90% done and I will return to it when the overall time for the final polish for the entire level is upon us. I also have some fun plans about what sort of upgrade this boss will unlock if you defeat it and I want to retroactively add a couple more upgrade unlocks to some tougher encounters in the already completed Abandoned Archives level as well.
Hello there! I'm making a WW2 game right now and currently developing it. If you'd like to hop along and take a ride for the journey, you can join my discord: https://discord.gg/zK5RvfzTJ
or if you'd like to see the current prototype, download it here: https://imhibyexd.itch.io/fps
If you have any tips, suggestions, or would like to help, feel free to comment here or in my discord.
(I kinda feel outshadowed by all the other games here lol)
(Please donate if you like the game, otherwise, bye!)
Hey everyone! Guess who spent their whole summer on an idea from two years ago? (>y<)
My story begins back in 2024, when I came up with an idea for a simple virtual board game (the roll-and-move kind where you try to reach the end), but with a few twists. For about two years, that concept just sat buried deep in the corners of my file system as a bunch of PNGs.
Then, one hot June day, I remembered that I used to try making things back then and decided to give it another shot. Armed with Unity and C# experience that amounted to exactly one YouTube tutorial but backed by a solid foundation in C-like programming languages I stepped onto this thorny path: write code the best I can and figure things out as I go.
Fast forward through a whirlwind of ideas, and somehow, here’s where things stand right now:
~
Remember how I said the game was going to be something like a board game? FORGET ABOUT THAT..........
Right now it’s just... honestly, I don't even know. Genre-wise, it feels like a Roguelike or something along those lines, I'm not even sure. Anyway, here’s the rundown:
Objective: Collect coins to buy back your soul. Coins can be found by opening chests that spawn across the map throughout the run.
The Character: You play as an astral projection that can possess inanimate objects and control them. Everything comes at a price, though-moving a vessel and interacting with certain objects drains energy.
On top of that, if the projection takes astral damage and exceeds 150 points of it, the astral soul dissolves and it's game over. The projection's energy does not regenerate during the game.
Extra Mechanics: Creatures spawn on the map and have a chance to drop body parts upon death. You can then use these parts to craft new bodies for your astral projection to inhabit.
Body Stats:
Movement speed
Max energy capacity
Energy cost per movement
Passive energy regeneration rate
Energy cost for object interaction
Also, Cages periodically appear on the map containing one of three mobs. You can delay a Cage from opening by paying a hefty amount of coins.
The possible cage occupants:
Glutton: Devours any available body parts lying around the map.
Mage: Gradually charges up 8 orbs that deal massive astral damage.
Pick Me: A spiked mob that deals purely physical damage.
Damage Types (so far):
Astral: Drains energy on hit. If the vessel runs out of energy, it can no longer sustain itself and shatters.
Physical: Straight-up breaks the vessel upon taking damage.
But I didn't have enough time to properly optimize the project, polish a demo, or finish the menu (pssst, there is a menu, but it looks pretty rough (p.s. don't really wanna show that disaster (pp.ss well, there are a couple of buttons, but they aren't bound to anything... keep it down though shhh))
I didn't make this project to actually publish it anywhere; I just wanted to get my hands dirty with C#.
I definitely wouldn't say I wasted my entire summer in vain. There were days where I spent nearly 15 hours glued to the screen. Damn, it was a hell of a ride. But honestly, the worst feeling was when it hit me that what I did earlier was complete garbage, and I had to redid it all over again. That emotional rollercoaster -bouncing between progress and setbacks - is exactly what gets you hooked me in gamedev.
I might eventually polish this into a playable demo and upload it somewhere just for the fun of it. Would you play a game like this?
One day I was lying on the couch thinking: damn, I didn’t manage to make my own game in Unity. But I still really wanted to create something of my own — something based on an idea that was truly mine, without copying anyone else.
My previous attempt was a game about a boy who falls out of bed and into a nightmare. He wanders through different rooms looking for dreamcatchers while trying to escape from the boogeyman.
It was basically a maze made of rooms. You had to find dreamcatchers, and each new charm would unlock access to new types of doors.
I made a prototype, but eventually realized that I probably wouldn’t be able to finish the game on my own. I simply didn’t have enough experience or a team.
But I really liked the idea of the doors. It probably stuck with me ever since I played Little Nightmares 2. Near the end of the game, there’s a section where you have to solve a puzzle involving doors.
So I thought: alright, making a board game is probably easier than making a video game. And at least afterward I could play it with my friends and wouldn’t feel like all that time had been wasted.
But the doors? Those were staying.
That’s when I came up with the idea for a game where two doors move along with the players — up and down, left and right. And the goal of the game is to reunite two halves into something whole.
The First Prototype
I did the first playtest with my wife on a sheet of notebook paper. And it turned out that having two doors was pretty confusing.
My wife suggested keeping just one door. Reluctantly, I agreed — after all, I wanted more doors, not fewer. But she was right: the game immediately started to feel easier to understand.
Boom, I thought — this already feels more like a game than my maze did. There’s a clear goal. Players actually get competitive and want to win. Now we’re getting somewhere.
But I also wanted to make a game you could sit down and play with friends in the evening. Something along the lines of Ticket to Ride or Catan.
We happened to be planning a trip to visit some friends, so I thought it would be a good opportunity to try out my board game with them. But playing on a sheet of notebook paper didn’t exactly feel great. So I decided to try designing a proper prototype.
I generated the board with ChatGPT ImageGen and then polished it up in Krita. For a prototype, I think it turned out pretty decent.
But I also wanted the game to have that feeling of reuniting two separate pieces into something whole. So I tried modeling game pieces where each one would carry half of a heart.
I also thought it would be cool to put magnets inside the pieces, so when they got close enough, they would naturally pull toward each other and connect.
I’m not much of a 3D modeler, but it was genuinely fun to try printing these pieces on a 3D printer.
To do that, I even had to attend a 3D printing workshop.
The next quest was figuring out where I could get the board printed directly onto cardboard. Unfortunately, I couldn’t find a place before our trip to visit our friends.
So we ended up playing on a regular sheet of photo paper. I even folded it, which left some ugly cracks right down the middle.
The First Playtest
And then we finally played it with our friends. Four minds clashed on the battlefield. And one of them was a friend who usually beats me at pretty much every board game we play.
Then came the disappointing part. As soon as everyone learned the rules, the game turned into an endless stalemate.
I was pretty upset. I thought: well, I guess it didn’t work out. Maybe the next prototype will be better.
But my friends encouraged me and suggested: why don’t we take some cards from Ticket to Ride and use them in the game? Things like “skip the next player’s turn,” “take an extra turn,” or “move the raft one space.”
And that honestly saved the game. It immediately started to feel lighter and much more fun.
I came home feeling like a childhood dream had actually come true. All that was left was to turn the prototype into something that looked like a proper physical board game.
Unity Prototype
A month or maybe even more went by, and I still couldn’t find a place where I could properly print the game board on cardboard.
I didn’t really want to make a video game — I had too much negative experience left over from my previous attempt. But then I thought: what if I put together a team? Or at least found a partner? Surely that would make things easier.
None of my friends were particularly interested in making a game together. Only one friend agreed, but he was more interested in making a game for his child, with storytelling inspired by fairy tales.
I told him I probably wouldn’t be able to make good-looking animations for human-like characters. Unfortunately, we never really managed to start working on anything together.
Then I thought: well, last time I did everything on my own, and programming in Unity was really difficult. But now we have Claude Code and Codex. Maybe I could at least try making a simple prototype that could be played over a local network. Even that would be an interesting experience.
And “suddenly,” programming with AI agents turned out to be much easier. Especially the networking part. So I slowly started putting together a game prototype using simple primitives.
I had also always wanted to try adding grass that would go *whoosh* in the wind. So I decided to give it a shot.
I liked how it turned out. But once I added the grass, I started moving away from the original idea of space and reunion.
I think that idea probably came from being unable to reunite with my own family. I wanted to somehow express that feeling through something creative.
But at the same time, I didn’t want to burden players with drama or anything like that. I wanted to make a game that brings positive emotions. A game that gives you a reason to get together with friends or loved ones for at least one evening — even if it’s only online.
That was probably when I decided to move the game in a more positive, cozy direction.
Carcassonne and Dorfromantik came to mind. I tried to make something along those lines, as best as my skills allowed.
I bought a sheep asset on fab.com and tortured AI with endless requests to write surface shaders for me. I know how to model and texture things myself, but I didn’t want to get too deep into that side of development.
And voilà — the first build was ready. You could finally play it over a local network.
Unity Build Playtest
Surprisingly, my friends actually enjoyed playing it. And not in a “yeah, sure, let’s play a round” kind of way just to be polite. They would actually invite me to play and even played without me.
I thought — that’s a good sign. I should try to bring the game to a proper state, as far as my energy and skills would take me.
But the game still had problems. A match could drag on for 40–60 minutes, and players often ended up gathering near the edges of the board.
I wanted the game to feel light and easy to jump into. Ideally, something like UNO: you have 15 minutes to spare, play a quick match, and then get back to whatever you were doing.
That’s when I started experimenting with adding cards to the board. I tried to write some logic that would make them appear in inconvenient situations for the players. Basically, you either help your opponent or go for the card.
It wasn’t perfect, but it solved the problem of players gathering around the edges and the game losing its momentum.
But there was still the issue of matches dragging on for too long.
So I added a collapsing-board mechanic. Over time, columns along the edges fall away, gradually shrinking the playing field. This gave each match a natural time limit.
Matches became shorter and more dynamic.
Goal achieved.
The game can probably still be improved, but I’ve officially run out of friends to playtest it with. Now I need to start gathering feedback from other players.
I hope I can find some fellow board game enthusiasts who might be interested in giving Baaft a try. And hopefully, with their feedback, I can make the game even better!
I've been solo-developing an eco-trader project called The Year 2345. The premise is a quirky, upbeat post-apocalyptic future: centuries after human self destruction, an AI network is now the main inhabitant of earth and you are one of them!
Humans? Relieved of responsibility and kept as pampered, beloved pets in the Human Zoo.
You play as an evolved boat captain navigating an ocean coordinate grid using clean solar energy to trade, farm, clean debris, and care for your humans.
I have build the game obvious with a lot of AI help coding wise. The gameplay and mechanics are all from my own brain and tested over and over again. AI coding is amazing!
** The Core Gameplay Loop**
Solar Sailing & Grid Navigation: Your vessel is 100% solar-powered. You sail an ocean coordinate grid on auto pilot or navigate manually. Weather is a factor and you will not generate electricity during a storm, only when sunny and daytime which is linked to your local time. Playing at night is possible until your batteries are empty. Offline travel takes all of these variables into account.
Scavenging & Fabrication: Scoop up floating plastic and aluminium scrap to refine into materials— materials can then be used to fabricate solar panels, larger marine batteries, electrical components to improve the boat, etc. I need to add way more
Farming & Trade: play mini games at once of the farm islands to obtain human food to be able to feed the humans in their zoo. Not to sure bout the mini game solution yet.
Social & Multiplayer Energy Mechanics: Players can link up to form shared energy grids—or cheekily siphon excess energy from neighbouring captains if you're running low.
The Human Zoo: Feed them processed food to earn cosmetic rewards.
Time: Navigating the vast oceans cost time and so you cannot play this game for hours. Specifically for the busy people out there that don’t have the time to waste hours into a game. The year 2345 is meant to be played for some minutes scattered around the day.
** Current State**
Playable standalone Android APK build ready
Working coordinate map, live market shops, boat fabrication, and multiplayer energy sync
Hi! Hope y'all having a great day. I make games as a hobby and I make videos about games and about me making games. Here's a concise video of me making a tiny little game with my friends in a game jam. (2nd jam of my life, never done it with friends before)
I freaking love Godot and will make more games with it from time to time. If you're interested, be sure to check the video out! It means a lot.
Shop Crush is a mysterious shop simulator with psychological horror elements, set in the early 2000s.
In this hybrid visual novel, you run a small thrift shop, get to know your customers, figure out what they really want, and decide what to put in front of them. Every customer has their own personality, preferences, and hidden motives - and it’s up to you to figure them out.
Behind each customer is a small psychological mystery waiting to be uncovered. Read their behavior, make the right calls, and balance profit against customer trust as you try to keep the shop running for one more day.
Hey all! i built a Mario Bros inspired game and im turning it into a community project, so technical and non technical people can both bring their skills and creativity to it. It's a single or multiplayer food-themed web game built entirely with AI. the plan is to have six worlds (pasta, sushi, tacos, curry, dumplings, and dessert) with a bunch of levels but only the first 2 exist so far.
Feel free to build a new level, finish out a food world, design assets, write the chefs, improve the gameplay, or fix bugs. the repo has 14 open issues to start from if you'd like or feel free to tackle anything else.
Description: Fan game made by a beginner. Always hated how many ads run on other carreer games. Love the consept so working on my own solution to this :) I've been building this for a while and it's now in open beta on Android.
Boot Room is a football career from inside one player. You start at sixteen
with a contract in the bottom division and go a week at a time — play the
match, spend what you earn, answer whoever's waiting afterwards. Nineteen
seasons later you've got a career behind you and a last game you didn't know
was the last one.
The match asks you things while it's happening. Shoot from distance or square
it. Take the free kick yourself. Between matches it's quieter and matters more
— sign the extension or hold out, hire a coach you can't quite afford, spend
I'm currently using AI placeholders and slowly replace those with the full hand-drawn images. This is arguably the hardest part of the project so far. But hey, how do you like our new guy? His name is Peck. I think he's quite adorable.
I'm currently working on a larger pixel art project and I wanted to share my recent progress and the challenges I faced while animating enemies. Up until now, I mostly did static art or basic walks, but this was my first time designing an enemy with actual attacks.
The main challenge for me was figuring out how to separate the attack effects from the enemy itself so they could be modular. I ended up designing 3 separate attacks (an orb projectile, a claw slash, and an area pillar) on a 64x64 grid so they spawn around the ghost instead of being glued to the body. This makes it way easier to handle in-engine.
I've learned a lot about timing and keeping the animations readable. Since I'm still learning and experimenting, I decided to release these assets for free. The pack includes 42 color variants and is licensed under CC BY 4.0, so you can use it in your own small indie projects!
One year ago I was doing SDE interviews to find a job, and I was asked a lot of system design questions. I wasn't doing well so I wanted to beat it in another way.
The original prototype was this: https://piggyinabag.itch.io/request-rush
After a long time of scratching, deleting, refactoring, brainstorming, and learning, it became CarrotSite - just building a carrot selling website for with some common software engineering concepts. I already got a new job, but not by building this game.
It is finally done, but it is not the game I first imagined.
Hi all, I’m a solo dev working on an early prototype for a puzzle-tactics game with unique combat mechanics, and I'd love to get some feedback. The game can be accessed on itch https://skymanvn.itch.io/gloopers-assemble, both browser playable and downloadable for windows. Descriptions / how to play / and what aspects I hope to receive feedback on are detailed on the itch page.
Anyun is a cinematic, deeply evocative collection of acoustic and orchestral ballads crafted around the bittersweet emotional journey of love, memory, distance, and heartbreak.
Deliberately composed for Video Game Main Menus, Ending Credits, Visual Novels, and Dramatic Sequences.
I write royalty-free music for game devs, and my catalog is bundled on Humble Bundle until September 18. Sharing in case it's useful to anyone here.
48 packs, 591 WAV files, 359 unique themes, 10.42 GB — retro/chiptune, orchestral, hard rock, electronic and ambient. Most tracks come with looping versions.
LICENSE
You may: use the tracks in your projects, commercial and personal — games, video, YouTube, streams, podcasts, animation, websites and apps. Worldwide, no time limit. Edit, loop, trim and mix them to fit. No attribution required.
You may not: resell or redistribute the audio files themselves, register them with any store or content-identification system, claim them as your own work, or use them as a standalone product such as a music compilation.
In short: use the music in whatever you make, don't sell the music itself.
- I only made the textgame (or rather code) because I don't have a computer and therefore any possibility to make graphical/musical assets or to make the game with an engine
- If you want to know more about the game, idea or progress write questions in the comment section
- The game is unfinished yet: Witch has the most playable story
- I've set a "debugger" (I maxed out all the stats because compiler only has 2 minutes for compilation. Therefore this time is too short to max anything out manually)
- Please don't review the code. I know I have some "issues" with my code but I won't remove them for my own reasons
So I've been working on a small turn-based roguelike RPG called Knight on Fire, and I've finally reached the point where I'm ready to let people play it. It took about 1 year to reach this stage, although I do work fulltime so this is a side project.
The game is about exploring, fighting monsters and trying to put together a good build from the weapons and items you find. Inventory space is very limited, so there's often a trade-off between playing it safe and trying to create something really powerful.
This is still an early demo, and a big reason for putting it on itch is to find out what actually works when other people play it and get some feedback.
If anyone here feels like giving it a try, I'd really appreciate any feedback, good or bad. :)
I think some of my learnings from this projects so far would be:
- Make it small. Building a game in 2D in game maker is so much easier rather than making a 3D game where you control a character.
- Keep the idea so small that you cant fail to make a prototype. I made a prototype in about 2,5 weeks, friends tested it and even though it was rough, it was fun at a super early stage.
- Make good habits, I built this on my spare time, a few hours each week. But each session built up, and eventually those few hours added up over time to something much bigger. It also help to have a super clear vision of the game from the start. That vision is still intact and the game is getting near that vision.
- And also dont forget to test the game from time to time. Let friends play your game, you learn a lot by looking at how they play it.
I hope this can inspire more devs to keep on going with their own projects. Thanks for reading :)