I’m curious about the group consensus. Do you like shorter games (2-6 hours) in the indie game space, or do you prefer maximum replayability, open worlds, and countless side quests (>100 hours)?
Hi, I'm a solo dev from Korea. My English is not good so I'm using a translator, sorry if anything reads a bit weird.
I've been making a WW2 tank RTS called Spearhead. You command your units like a normal RTS, but you can press H on any of your tanks and jump in, then aim and fire it yourself. Penetration is worked out from the armor thickness and the angle the shell hits, so a Panther that bounces everything from the front can go up in one shot once it shows you its side. That's the kind of moment I'm trying to make.
There's also a defense mode you can play alone and hold out as long as you can.
This is my first post here, so I'm mostly just curious what people think when they see it. Does jumping into the tank look fun, or would you mostly stay in the commander view?
I've always enjoyed football management games, particularly the decisions around transfers, tactics and building a squad over several seasons.
I've been developing MY-11, a free browser game that brings those elements together with football player cards.
One of my main goals was making it comfortable to play on a phone in portrait mode.
You can manage transfers, set your team up, play or simulate matches and progress through multiple seasons.
This screenshot is the Career Office screen I've been refining.
It's still in soft launch, and I'm interested in what football gaming fans make of the mobile experience.
Development disclosure: AI-assisted development tools have been used extensively for coding and UI implementation, with iterative review and testing.
Title: I'm making TRUTH NEWS, a game about editing newspapers in a totalitarian state
I'm working on a game called TRUTH NEWS. You play as a newspaper editor in a country where the wrong headline can get you into trouble.
Your job is to edit articles by replacing highlighted words, censor photos, and keep four stats in check: Ministry Trust, Circulation, Editorial Loyalty, and Budget.
It's a balancing act. If you give the Ministry what it wants, your readers might stop caring about the paper. If you publish something too honest, you could end up in trouble. And sometimes there's no good option, just one that's a little less bad than the others.
The idea came from something I saw back in college. I was part of a student newspaper where censorship wasn't applied equally to everyone. Some things got cut, others stayed, and it made me wonder how much of what we read is shaped by the people deciding what can be published.
I've been thinking about that experience for a long time, and now I'm trying to turn it into a game.
I'd love to know what you think. Does this sound like something you'd play?
Welp, today is the day. Just pressed the “release” button, and it is dreadful. I cannot remember the last time I was so stressed out. But maybe excited even more. Not even sure anymore. So here I am questioning my entire existence. Wish me luck guys...
A couple of days ago I unveiled the Steam page and reveal trailer for Myths from the Maw, a dark fantasy tactical RPG where sin corrupts your heroes. Delve into an otherworldly abyss to battle rival warbands, eldritch horrors, and corruption itself.
Battle rival warbands in brutally tactical, turn-based skirmishes.
Sacrifice blood to alien gods for power that corrupts your soul.
Resist sin or greedy mercenaries will steal and prideful ones disobey.
Lose men to betrayal as sinners defect to the Cult of the Maw.
The corruption system is inspired by Darkest Dungeon’s stress system, but built around player choice, so it’s more about making tough decisions that have consequences. The combat plays like strategy RPGs Final Fantasy Tactics and Tactics Ogre, but with emphasis on chess-like move and attack patterns, and a Battle Clock that mimics real-time while staying turn-based.
The story draws from Dante’s Inferno and is meant to be an examination of sin and corruption from a non-religious perspective. The worldbuilding is influenced by barbaric sword-and-sorcery realms, like those of Dark Sun and Conan the Barbarian. And of course Lovecraftian horror, where eldritch terrors represent sin made manifest, for a creepier and more perilous Maw.
As a dev, I just like to make games that mash up what I like about other games, worlds, and stories. Hopefully, I’ve tempted you to join my warband, and descend with me into the Maw.
I’m not the developer of this game, just a very excited fan. Horrorvale came out in 2024 and went under everyone’s radar and I’m hoping that with this console release, more people will play it.
Hey all, long-time daily-game player here. I built one for football fans.
Each day you get one late-game situation. Today's: down 3, 0:08 left, at their 38, no timeouts, 20 mph headwind. Kick a 55-yarder into the wind, throw it up, or try something cuter?
It's two parts:
**Make the call.** Pick what you'd do.
**Read the room.** Guess how the rest of the players split. Your score (CrowdIQ) is how well you read the crowd, so you don't need to be a football expert to do well.
Momentum carries from one clash into the next, so a sloppy angle near the edge can launch you clean out of the ring. Getting that to feel fair took way longer than I expected. Still not sure if the knockback reads as readable or just chaotic, so any feedback on the clip is welcome.
I've been working on When Chests Rain Tons of Loot, an incremental where you build an army and loot hordes of slimes.
You drop heroes on the field and they fight on their own, while you move around and grab the loot they drop. All of it goes into a treasure chest that bursts at the end of each run, and the gold goes into the skill tree so the next run hits harder.
Just launched YarnBrook which is a cozy farm/town sim for iOS. I’ve been an iOS engineer for 8 years and have always wanted to branch out into gaming. All assets were purchased (not generated) as I am not a good designer lol. I did utilize Claude for assisting with debugging and boiler plate code (this is just how I develop and my workflow in general these days). It’s free to download and would love to know what you think!
Thanks to everyone who commented on my last post, it really motivated me to keep going. I've been polishing the combat since then, so here's a small montage of some of my favorite moments from different fights. Any feedback on the combat, the scale (I made the characters bigger so they fit the environment better), or anything else is super welcome!
Hi! I've been building SIX LEFT on my own for months. It's an arcade VR brawler: punch, parry, shoot, and grab anything in the room, from champagne bottles to neon tubes ripped off the wall.
The main mode is THE CIRCUIT. The fight keeps building until you go down, and every run you try to beat your kill count.
Everything in the video is real gameplay. PC VR, and Quest works through Link.
Steam link in the first comment. Feedback welcome, good or bad.
A small glimpse of the factories, one of the locations in Junkyard Stories: Rebirth - a dystopian sci-fi adventure game we're making as a 2-person collab.
Play as a broken robot carrying the consciousness of a legendary hacker:
- Scavenge and manage resources, including batteries, repair kits, mysterious alien artifacts
- Switch between your robot and companion drone to solve puzzles while your battery drains
- Sneak past enemies and evade surveillance drones
- Fight strange creatures made of junk
- Meet NPCs, take on quests and trade resources
- Collect discarded items to recover lost memories
A game based on the Junkyard Stories narrative universe.
Genre: Sci-fi adventure · Puzzle · Stealth · Narrative
Tone: Dystopian · Atmospheric
[iOS, Mac] Pest Control: Night Ops (free): a night-vision sniper game. You take pest-control contracts across 15 sectors and clear out animals like rats, bats, geese, and iguanas through a thermal scope. You range each shot and control your breathing, and some jobs run on a clock, like clearing geese off a runway before a plane lands.
[iOS] Ittoryu: Master Fillet (free): a fish-filleting game based on real fillet techniques. Each of the 15 species has its own anatomy and technique, from a simple two-fillet cut on salmon to cutting a tuna into belly and loin. You score, gut, debone and skin it yourself, and the closer you cut, the more meat you save on the scorecard.
[iOS] Desk Wars (paid): a pixel-art corporate sim. You start as an analyst and climb toward the corner office by solving real management operations and finance problems, like staffing models and pricing. After each call you see your answer next to the right one, and a retired COO mentor explains the math whenever you get stuck.
[iOS, Mac] Big League GM (free): a baseball front-office sim. You scout, draft, trade and negotiate contracts, balance payroll, and develop prospects through the minors. Then you manage games pitch by pitch or sim ahead, chasing a title through full seasons, playoffs and the Hall of Fame.
Would love honest feedback, especially on anything confusing in the first few minutes!
For Desk Wars, I can provide a code to download it (unless you'd be willing to spend a couple dollars to support! Would be appreciated too haha)
Claude and Codex were used in the planning and generation of various assets, engine work, and implementation.