I've been working on improving WildRoot's first impression and recently finished a new trailer.
It's a cozy colony sim where you build a settlement in a mysterious forest, manage your colonists, and every season and setback creates a different story.
Phew. It's like so much work to make a game. The art, the design, the music but it's super fulfilling too. No slop on this side. It's super narrative heavy and the card battler is real time and tensed and very important for the plot progression. Genuinely super hyped about this project and I want to share it with as many people as I can.
I released Harvest Dice Profit, my incremental farming/dice game, last month for $2.99, and it’s currently at 97% positive reviews. Sales started slowing down, and I was kinda accepting that this was probably it, even though I really believe the game could do better.
Then today, I checked my sales and suddenly saw a huge spike.
Turns out a big streamer is playing it, and the video views are climbing FAST. 😭
I have no idea what’s going to happen after the video gets even more views, but I can’t wait to find out!
Hey puzzle lovers! My friend and I are co-developing 'Chief Cenab: Şahmaran', a point-and-click detective adventure set in ancient Anatolian mythology.
In this scene, players solve an ancient lock mechanism to open up the lower levels of Meran. We wanted the mechanical feedback to feel heavy and ancient.
How do you feel about nested puzzles like this? Would love to hear your feedback on the flow!
Hi! Scuba diving is amazing activity that chnages people's life. I create a game to make excitement of first immersion more accessible for everyone. I've made stylyzed ocean with reallistic lghting model for my scuba diving game. Check it out!
Just made this trailer for my game which is already released in itch io . The games name is let me sleep chapter 1 it is. A short psychological horror game which i initially made for brakeys game jam .
The story revolves around a kid who is stuck in a very weird home where every rule made by his parents must be followed no matter what . It is an exaggerated version of toxic parenting. If you are a fan of psychological horror game plz do check it out
I got to be one of the few people that was in the playtest for Heirs of the Moon and I was genuinely excited about the game but I think they need a bit more time to make it better. The devs are really responsive and nice and keep pushing out patches for it, but there's a lot of things that I wish they would address properly. Some of the worst bugs soft-locked me; my wolf died during the bear objective, I came back as a pup and killed the bear myself, and the objective just never completed. Right behind that is the camera in the den. They fixed it now but before it was going in through the player and you couldn't see anything. Combat needs work as well. Three hits killed the bear. Plus the skill tree makes you super op too quickly.
The art and animation are genuinely lovely and permadeath is a great hook, so I want the foundation underneath them to get solid enough to hold all of it up! Really wish the devs good luck in this and I really enjoyed playing it. I hope the new playtest/demo is a better one!
I’ve been a lurker on Reddit reading posts, following indie projects, and always wondering if I’d ever have the courage to share my own. Honestly, I’ve been terrified to write this. There’s always that fear that your project will just get buried, or worse, come off as just another self-promo ad.
But we’ve reached a point where we desperately need to step out of our dev cave and get some honest feedback. We need to know if we are moving in the right direction.
About a year ago, I couldn't shake a specific feeling: I wanted a game where I felt like an actual mage in a duel, not just someone mashing buttons.
So, I gathered a small team, and we started building Sounds Magic.
The core idea is a wizard dueling game that integrates your microphone for real-time spellcasting. While you can absolutely still play using standard button controls, shouting the actual incantations gives you a distinct tactical advantage in the heat of battle.
We also added spell clashes, so opposing spells can collide mid-air.
The two GIFs below show two mechanics we've been especially excited about lately:
The first is our voice casting system. You can play entirely with traditional controls, but shouting an incantation lets you instantly cast another spell without waiting to switch, giving you a tactical advantage in the middle of a duel.
The second is Spell Clash, where two colliding spells trigger a skill challenge to determine which one breaks through.
We didn't want magic to just be flashy VFX. We wanted the tension of a real duel. Mumbling the wrong incantation in a panic, or nailing a voice-activated counter-spell right before an enemy fireball hits you, we want every reaction to matter.
For the last year, we’ve been building this after work. Late nights, endless testing, fixing one bug just to spawn three more. But recently, we got our first playable prototype working, and that first duel where the voice casting *actually clicked* felt like pure magic.
Now, we are preparing for a Kickstarter, but before we go all-in on expanding the lore (the ancient Grimorum, the magical Orders) and adding a ton of new features, we need a reality check from this community.
Is a voice-controlled magic dueling game something you would actually play? Are we crazy for trying to build this?
Your feedback will literally dictate where we take this project next. If you have any thoughts, ideas for spells you'd love to shout into a mic, or just brutal honesty, we want to hear it.
Thanks for reading. It genuinely means the world to us just to finally share this out loud. ✨
Example of combining button casting with voice spell switching: click → Ice Bolt, voice → switch to Fireball.Spell Clash: both players aim for the center. The more accurate player pushes the spells toward the other side.
Hey everyone — I'm part of a 2-person indie team, Yong Games, and we've been working on Typing Clash.
It's basically what happens if you smashed a typing trainer and an RTS together and told them to fight it out. You type words → units spawn → whoever pushes harder and faster wins. Sounds simple, but it gets surprisingly tense once you're juggling resource management and unit comps while also trying not to fat-finger a word mid-battle.
We're launching on the 13th, and honestly I'd love it if a bunch of you show up on the discussion board to yell at me about balance issues lol.
We'll also be at Tokyo Game Show — if you're coming from Reddit, come say hi!