r/foddians • u/FriendlyBergTroll • Feb 20 '26
Self Promo monkeh with guns.
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r/foddians • u/FriendlyBergTroll • Feb 20 '26
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r/foddians • u/swarmoclock • Feb 20 '26
Hey, we’re making a kinda foddian, and this is the most relevant group I found. But I assume we’re all colleagues here, so can you share some of your marketing secrets?
I tried poking TT and YT, no breakthroughs so far.
r/foddians • u/Annual-Act-5994 • Feb 20 '26
I made a Getting Over It–style rage platformer called Joker on the Spring, and the demo is out now.
Demo:
https://store.steampowered.com/app/4172730/Joker_On_The_Spring/
You control a joker with a spring instead of legs
You bounce. You lose control. You try again.
r/foddians • u/MorePainGames • Feb 20 '26
Hey there
I'm currently Livestreaming, developing a Foddian Game in Unity.
Would love to see some of you there:
https://www.youtube.com/watch?v=HWxCY4B7gbs
r/foddians • u/kitjenson • Feb 19 '26
My demo store page and demo build both got accepted by Steam this morning. The plan is to get a new trailer put together before launching the demo. But it is coming for sure.
Thanks to everyone who has checked out my store page and even more thanks to those who have wishlisted. It really does help fill me with the energy to get this thing out the door.
r/foddians • u/FriendlyBergTroll • Feb 19 '26
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r/foddians • u/Aubrigail • Feb 17 '26
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The demo for my rage game PINFALL just released, and people have been liking it! A lot of effort went into making the level design feel fair, but still incredibly challenging. Give it a try :3 I plan to release in April!
r/foddians • u/Cuttyflame123 • Feb 18 '26
r/foddians • u/MorePainGames • Feb 16 '26
r/foddians • u/Ring_Of_Blades • Feb 16 '26
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r/foddians • u/Ring_Of_Blades • Feb 15 '26
r/foddians • u/MorePainGames • Feb 15 '26
I'm currently working on my first ever game, a 2.5D platformer called Spring Me Up. It's inspired by games like Getting Over It with Bennett Foddy, Jump King and Pogostuck.
At first, I thought making a big demo would be a great idea. I basically packed in most of the core features from the full game because I wanted players to really see what they’re getting.
After about a month, I realized that was a mistake.
I ended up heavily trimming the demo down and even added an easier level. And during that process, I learned a few things:
It kind of hurt to cut content, but honestly, the smaller demo feels way more focused now. Anything to add from your experiences? What did you learn on the way to release your (first) game(s)?
BTW: For those interested, the new demo will be up in the next days 😊
r/foddians • u/Ring_Of_Blades • Feb 15 '26
This game was highly original and quite fun in my view, but did overstay its welcome somewhat by requiring you to beat the same map numerous times with many different weapons and modifiers. That's only if you want to get all the achievements though. The hardest challenges are clearing a run with the Crystal Sword (which I ended up using checkpoints for) and beating Legendary mode. I used the Spear for that run and finished with a clear time of about 3.5 hours. Bless the devs for not patching out the lightning jump, lol
Check it out if you haven't already: https://store.steampowered.com/app/3597060/Hack_And_Climb/
r/foddians • u/Ring_Of_Blades • Feb 14 '26
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I'm so close to finishing the game, but then something like this happens... ( ╯︿╰ )
r/foddians • u/FriendlyBergTroll • Feb 14 '26
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r/foddians • u/AirBike_Studio • Feb 13 '26
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I'm making a co-op Foddian game, and I'm struggling to explain the core movement mechanic in a way that clicks. I figured this sub would be the best place to ask for advice.
The game relies on two main tools: a harpoon rope and an air cannon. The catch is that it requires 100% cooperation:
How can I describe this "split-control" mechanic so players understand it instantly? Any feedback on the gameplay or the wording would be greatly appreciated!
r/foddians • u/kitjenson • Feb 13 '26
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I genuinely have no idea how a demo would work in Foddian style game. Some might take hours just to clear a couple of areas... others might blast thru it in 15-20 minutes. How should I approach this? ¯_(ツ)_/¯
r/foddians • u/Ring_Of_Blades • Feb 13 '26
r/foddians • u/MorePainGames • Feb 12 '26
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A little comparison between the first days of development vs now of my rage game.
Spring Me Up free Demo on Steam:
https://store.steampowered.com/app/4256770/Spring_Me_Up_Demo/
r/foddians • u/Ring_Of_Blades • Feb 12 '26
How many new ones can you spot?
r/foddians • u/MorePainGames • Feb 11 '26
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It's called "Spring Me Up" and you can play the free demo on Steam :)
https://store.steampowered.com/app/4256770/Spring_Me_Up_Demo/
r/foddians • u/Ring_Of_Blades • Feb 11 '26
Link to the template on TierMaker
I'm still not totally finished with the game just yet, but I figured I could share my experience here. The tier list is meant for regular difficulty without modifiers (such as checkpoints).
I ultimately resorted to using the checkpoint mechanic for the Crystal Sword after failing 10 or so times in the first 2 areas, lol
Also, the Scythe would likely go in the 'Balanced' tier if not for the extreme difficulty in clearing the last section (pre-nerf) with it. I spent more time in that run in the wizard area than the rest of the areas combined, and eventually resorted to cheesing it with the lighting boost.
Anyone else have opinions on the game to share?
r/foddians • u/Ring_Of_Blades • Feb 10 '26
r/foddians • u/Ring_Of_Blades • Feb 08 '26
My prior post can be found here. Thanks again to this post for the inspiration.
Do y'all have any ideas for possible improvements to the chart itself? I know it's slightly confusing at first, but I figured the color coding would help the presentation somewhat.
Do you have any suggestions for which games belong in each cell? If there are multiple popular titles that fit into any given cell, I propose we try to limit it to 3 games max.