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Looking for a partnership for a dinosaur game!


Hi! My name is Daniel, I'm a 14-year-old indie developer, and I've already released a game called "A Survival Game" on itch.io, where I'm always learning and improving. Now I'm starting a new project:

A survival (or simulation) game with dinosaurs!

The focus could be something like:

ARK-style survival (crafting, gathering, dangerous dinos),

or Jurassic Park Tycoon-style simulation (managing dinosaurs and visitors),

or even something unique to my style.

💡 I already have ideas for mechanics, gameplay style, structure, and how to program everything, but I have one difficulty:
I don't know how to model or animate.

So I'm looking for someone willing to help me with:

3D models (low poly) and dinosaur animation

The project is very light, and my idea is to make something fun and creative, and I can release it on itch.io with full credits for those who participate.

📩 If you:
Enjoy dinosaur games,

Know how to model or animate (even if you're a beginner),

Or want to create alongside a motivated programmer,

Contact me! Let's talk! 😄

Als Antwort auf Daniel_Game_Dev

Daniel theres a comment on your itch game from 9 years ago. Were you 5 when you made it?
Als Antwort auf retrolasered

The game you saw was from another guy. IDK if it's true that this kid has 14 years and already developing games. But if its true, he's a very gifted guy.
Here is the link of his game I found on his profile.
danielgamedev14.itch.io/a-surv…
Als Antwort auf retrolasered

What game from 9 years ago? The only one I made, I created and posted this year, "A Survival Game" on itch.io, this one is an idea for a new dinosaur game! And I just need someone to animate and model it for me and I'll give you credit ;)


Level Design Approaches for Solo Devs


Als Antwort auf Gamma

This is a nice overview about how to think about designing levels, lots of material referenced for further reading/watching!
Dieser Beitrag wurde bearbeitet. (23 Stunden her)



Good free ways to learn to make 2d assets?


I have no real experience in art but yet i want to make projects like video games. What are some free ways to make 2d assets and packs for free, how do i learn, what style should i study, where do i find reference images/poses? etc.

I know i could use pre-made assets but i really want to try my hand at art.

Im trying not too make this post too long but feel free to add onto this if you wish.

Als Antwort auf GrumpyCat

Well, it may depends on the style you're going for.

If this is pixel art, which i found relatively easy when having no big artistic background, i can recommend those youtube channels : AdamCYounis, Brandon James Greer, and Pixel Pete. I also hugely recommend the series of mini-tutorial over here, it's pixel art tutorial all in pixel art, and it's amazing.

If you're looking for other styles, i don't have ressources to learn. People already recommended Gimp and Inkscape (and Blender, you can do a bit of 2D in there as well, though it may not be the most comfortable way). I'd also add Krita, which is more meant for traditional drawing. It works way better with a graphics tablet though, but even a cheap one does the trick.

Als Antwort auf GrumpyCat

Idk if this will be fully relevant to game art, but I'll share what I normally do for art, more with a focus on references. My program of choice is Krita. Others have already brought up some good programs and resources

For Reference Poses and Images
- same.energy lets you search for a picture and displays what it thinks are similar images.
- PoseManiacs is a site that has a bunch of pre-posed 3D models in all sorts of poses that can be handy for getting down a specific gesture. With 3D models, I wouldn't really try to closely reference muscle shapes and such, since deforming a 3D model usually isn't accurate to a real human.
- If you're on Windows, I've used Design Doll in the past for, again, basic posing, like Pose Maniacs. It lets you customize and pose a humanoid mannequin
- For Linux, I typically just use Blender with the MMD_tools addon to pose MMD models (usually from Genshin or HSR since they give those out for free) and work from there.
- SketchDaily is a site that will show you a set of images for a short amount of time with the idea that you try to draw the overall gesture of the image. It's a training tool for quick gesture drawing, which helps improve your overall confidence and ability to look at a reference and parse out whats most important.

and another thing, idk if you have a good eye for telling AI generated images from real ones, but I'd say try to avoid using AI as reference, since AI stuff can be inaccurate to real life, in both subtle, and not so subtle ways that could cause you some frustration down the line when learning. There have been times that I've sat down to do a study and got a bit into it before realizing it makes no sense compared to what I already knew and the image turned out to be AI Generated. Pinterest can have a lot of nice reference images too, but it really has become overrun with AI slop.




Code red: turning negative feedback into positive outcome




Code red: turning negative feedback into positive outcome




How to make/get music for my game?


I'm making a game about the 12 Greek Olympian gods. The idea is that Prometheus, the Titan who stole fire from the gods, instructs you, a duck, to travel to the realms of each god and steal their "fire" for the humans (e.g. mastery of the seas from Poseidon). It is a mix of platforming and puzzles where you can use the abilities of some of the nature deities (the four winds, Helios the all-seeing sun god, and Achelous the river god)

My question is, how should I make and/or get music for my game so that it fits with the theme of the game? Using something like Beepbox to make retro music doesn't really fit, so I'm a bit stuck. Is there a similar tool for making smooth/continuous music that doesn't require all too much musical abilities or is that not a thing? If there isn't, is there a place to find game music that's available for public use?

some screenshots for reference: (the first level is Dionysus, the god of wine and ecstasy)

Als Antwort auf sbird

Be careful with free music sites. Got music for my game from one but now the song is gone. Was able to find it on YouTube where it isn't licensed for free anymore. Now I'm in contact with the composer and asked them whether I should keep or remove the song.
Als Antwort auf sbird

LMMS and reaper are both goof options. I would recommend LMMS for a beginner because it comes with a lot of free instruments and examples bundled with it.


My first game in Scratch


Has anyone else done CS50? Kind of insane and awesome that a resource like that is just open to the world.

Anyway, I spent way too many hours on this, but Scratch is pleasantly addictive, and there are worse ways to waste time.

https://scratch.mit.edu/projects/1198570214



7 Things I Wish I Knew When I Started Game Dev


I gained some experience making my first games and trying to make people play them. Looking back, this is definitely the kind of stuff I wish I knew before I started. What was your experience like?


7 Things I Wish I Knew When I Started Game Dev




Devlog – Big Update for A Survival Game (Godot 3.5, HTML Save Fix, Gold System, and... a crab?)


Hey devs!

I just pushed a major update for my indie game A Survival Game, built in Godot 3.5, and I wanted to share some of the highlights — both gameplay-wise and on the dev side.

🧠 What's New (Game Side)
✅ Trader system – You can now exchange gold for 100 points. Finally gave purpose to that shiny stuff.

✅ Gold Collection – Stickmen now pick up coins during runs.

✅ New Creature: Blat Choice – A sideways-walking crab (don't ask) that adds movement and surprise to exploration.

✅ Pets system – Passive income generators (stackable). A simple but fun economy element.

✅ Floating Texts – Visual feedback on clicks/points/etc, now optimized for performance.

✅ Tips system – Contextual hints for new players, to reduce early confusion.

✅ Difficulty tweaked – Slightly more forgiving... but still chaotic.

What I worked on (Dev Side)
HTML5 Save System Fully Fixed
Godot 3.5 doesn't have built-in robust HTML save support, so I had to manually manage saves using File.new() and redirect paths using OS.has_feature("HTML5"). Now working across HTML and Windows builds.

🪙 Gold Economy & Trader Logic
Built a Trader node that checks your gold, deducts it, and adds score. All UI feedback uses Tween + floating text. Kept it modular so I can reuse it for shops later.

Creature AI – “Blat Choice”
A simple crab enemy that patrols left/right and flips when hitting walls. KinematicBody2D with basic raycast checks. I wanted something dumb but reactive.

Pets System (Money Generator)
Attached a passive timer to pet instances that adds money per interval. Very lightweight and expandable.

FloatingText Optimization
To keep performance smooth on HTML, I use a pooled object system that reuses floating text labels instead of instancing constantly.

Next Challenges
Saving pets and creature states between sessions

Expanding the Action Card system with triggers

Optimizing memory usage on mobile

Considering port to Godot 4.x or sticking with 3.5 for now

If anyone's curious about how I implemented the HTML5 save workaround or the floating text pooling system, I’d be happy to share code or breakdowns.

You can check out the game here if you're into chaos-based survival:
danielgamedev14.itch.io/a-surv…

Let me know what you think, and happy coding!



I'm making a game called In-Ring Out-Ring, here's a demo


Just wanted to publicly announce this project at this point in time. All the info is on the GitHub page. If you have any feedback, or find any bugs or issues, please let me know in the comments.
Dieser Beitrag wurde bearbeitet. (2 Wochen her)
Als Antwort auf shape_warrior_t

Total aside: from an organization perspective, I would suggest using an assets (or whatever) folder so that the root of your repo is all config/readme/setup/etc.
Als Antwort auf Ledivin

...Right, I kind of forgot that the directory structure for my repo doesn't need to look anything like the directory structure of the releases. Thanks for prompting me to think about that.


[Devlog] What's Next for A Survival Game? I Need Your Ideas!


Hey everyone!
I'm Daniel, a 14-year-old indie developer and the creator of A Survival Game — a chaotic 2D survival strategy game with permanent consequences, card-based gameplay, and tough choices in a desperate underground bunker. You can play it here:
danielgamedev14.itch.io/a-surv…

The last update added new events, better performance, and polish to the survival mechanics. But now I’m looking ahead…

I need YOUR ideas for the next update!
What features do you want to see?

New types of cards?

More bunker events?

Pets? Robots? Betrayals?

Permanent progression between runs?

Visual effects? Achievements?

Let me know what you think would make the game even more fun, chaotic, and re-playable!
Big or small, serious or silly — I’m reading all suggestions.

If you're into survival games, design feedback, or just want to help an indie dev grow, I’d love to hear from you. Let’s build something cool together!

Dieser Beitrag wurde bearbeitet. (2 Wochen her)
Als Antwort auf Daniel_Game_Dev

Played a few rounds just to get an idea of what the game's like. Seems interesting. It took a while to actually figure out what controls were available and what the cards might do. Sometimes the stickmen would group up in the left corner and stay there for a good while, and there was seemingly nothing that could be done about it. The mechanism for scrolling felt a bit awkward to me, especially since the screen scrolled by such a large amount per click. Just some general notes about my experience, take them into account in whatever way best suits your game's vision.
Als Antwort auf shape_warrior_t

Thank you so much for the feedback! Yes! Many people ended up saying the same thing and yes! I've already fixed it but I'll post when the update is ready. A planting and pet system for the game are also being implemented, as well as special effects 😆


Have anyone tried using SpacetimeDB for their backend?


cross-posted from: lemmy.world/post/32753447

I recently noticed video about the SpacetimeDB and how it is used for the backend of Bitcraft. I got interested in that and noticed that it has (unofficial) Godot support. Have anyone tried to use this (or SpacetimeDB in general)?


Looking for gameplay recordings of my indie game!


Hey everyone!
I'm Daniel, a 14-year-old indie dev, and I recently released my survival strategy game called A Survival Game on itch.io.

It’s a card-based, permadeath game where you manage a group of desperate stickmen stuck in a bunker full of bad decisions.

🔗 Play here (free):
danielgamedev14.itch.io/a-surv…

I’d love to see how different people play it — so if you’re into recording gameplay or just feel like sharing how your run went, I’d be super grateful!

📹 What I’m looking for:

Short videos (1–5 mins) showing how you play

Funny or unexpected situations

Feedback, ideas, or even bug moments

Feel free to post a link here or DM me if you record something!
Thank you so much 🙏
– Daniel_Game_Dev

Als Antwort auf Daniel_Game_Dev

Hi, currently setting up basic recording. Would you mind creating a build for Linux? Godot is very versatile in that way.

Thanks! Will post video for download soon.

Edit:
- audio is key and I love every button press/interaction
- make sure to make it more clear that you can scroll in the shop

- linux build would be much appreciated (really really)


Video:

I suck at editing so here is the raw footage of my quiet rage.

odysee.com/A-Survival-Game-gam…

^ Only place I could think of uploading -> press the three dot hotdog menu to open download options

Dieser Beitrag wurde bearbeitet. (3 Wochen her)
Als Antwort auf JumpingPants

Thank you so much! Seriously, man, this helps me a lot! I invite you to post this gameplay on YouTube and put it on the game's itch.io page as a comment for others to see too! And yes, I will make the Linux and Mac OS versions. Remember to leave your review (if you want) and thank you very much! Have a good day! 😊
Dieser Beitrag wurde bearbeitet. (3 Wochen her)


GODOTBOY :: Godot and GB Studio Combined!




🎨 New Cover Art for A Survival Game — What do you think?


Hey fellow devs! 👋
I just gave my indie game A Survival Game a fresh new cover art, and I’d love to hear your feedback!

🔧 It's a brutal survival strategy game with stickmen, tough choices, and permanent consequences — and now with a much more eye-catching look.

🖼️ Before vs After
Before: A minimal hand-drawn look.
Now: A sharper, darker, and more polished style that better matches the game’s tone: desperate decisions, chaos, and no second chances.

👁️ My goal:
To improve CTR (click-through rate) and draw more players in with a style that’s closer to the gameplay experience — while still keeping that raw, sketchy charm of the game.

Would love to hear:

Do you think the new art works better?

Any advice on small visual tweaks?

Tips to boost CTR on itch.io even more?

Thanks! 🙏
– Daniel (14 y/o indie dev)



"Proof" of Valve's wrongdoing in antitrust class-action lawsuit


Have you ever found yourself in a conversation with people about Valve's anti-competitive practices? Well, I have. And I defended Valve's requirement to let customers choose their preferred storefront when buying games, as long as Steam keys were involved. After all, you end up getting to use all of Steam's features and services when you activate the game on Steam. We can argue about this, but it turns out, that was a red herring!

I've spend the better part of today digging through this newest class action lawsuit, again made by Wolfire, against Valve. (This has been going for a while.) I was compiling a response to each of the points in the overview (can't go through the whole thing, sorry), and there was one thing that stood out after searching for the "Price Veto Provision". I had heard people make claims to the same effect before, but they were never able to back it up. (And it being conflated with the "Steam Key Price Parity Provision" made it worse.) So here it is:

Valve pressures developers into price parity across different storefronts, even if Steam keys are NOT part of the equation.

We basically see any selling of the game on PC, Steam key or not, as a part of the same shared PC market- so even if you weren’t using Steam keys, we’d just choose to stop selling a game if it was always running discounts of 75% off on one store but 50% off on ours. . . . That stays true, even for DRM-free sales or sales on a store with its own keys like UPLAY or Origin.


When I looked for this quote, I found a podcast episode that I hadn't listened to (The Hated One, Episode 228 - More evidence of Valve enforcing price parity beyond Steam keys), but that thankfully provided some sources for more related quotes, from earlier lawsuits, such as:

“The biggest takeaway is, don’t disadvantage Steam customers. For instance, it wouldn’t be fair to sell your DLC for $10 on Steam if you’re selling it for $5 or giving it as a reward for $5 donations. We would ask that Steam customers get that lower $5 price as well.”

“If the offer you’re making fundamentally disadvantages someone who bought your game on Steam, it’s probably not a great thing for us or our customers (even if you don’t find a specific rule describing precisely that scenario).”

a Steam account manager, Tom Giardino, reportedly told publisher Wolfire that Steam would delist any games available for sale at a lower price elsewhere, whether or not using Steam keys.

The developer asked, “Regarding the pricing policy, can a non-Steam variant of a game be sold at a different price than on the Steam store page?” Steam’s response was “Selling the game off Steam at a lower price wouldn’t be considered giving Steam users a fair deal.”


These were apparently from 2017 and 2018, so things might've changed since then, but it's reason enough to question Valve. I unfortunately haven't been able to find much on these other quotes (search engine enshittification, or has this really not been talked about?), and I'm unsure why they're not also included in this newest lawsuit, but there they are. Hopefully this helps anyone who was misinformed or lacked proof, like myself. Also if anyone has related stories from gamedevs or articles that actually get to the core of the problem, I'd love it if you could share them.

Als Antwort auf copygirl

While there are legitimate grievances in this lawsuit, they do also complain that Valve doesn't let developers generate as many Steam keys as they want, and then sell them on other stores at lower prices than on Steam (see p. 35, "Valve Distorts Competition Through The Steam Key Price Parity Provision").

Keeping in mind that Valve lets developers generate keys for their games for free, this amounts to Wolfire complaining that they cannot offload the costs of hosting/services to Valve, while at the same time minimizing how much Valve earns. And that just sounds ridiculously entitled to me.

If Wolfire somehow were to win the right to undercut Valve in this manner, then I would not be surprised if Valve responded by charging developers for keys, or otherwise limited the ability of developers to generate keys. Which would have wide reaching consequences for PC gaming

Als Antwort auf fruitcantfly

To add to what you're saying: To be fair, most of the lawsuit I don't really agree with, but maybe it's just laying it on thick.

Part of the argument is them trying to separate the Steam "Store" from the Steam "Gaming Platform", and in many ways that's obviously not possible. But they say that because of Steam's monopolistic-ish position, publishers can't not be on the "gaming platform", because it's where most people want their games, or else they'll lose out of a large chunk of money. (And without it, these games likely would not be made in the first place.) Thus Steam can force these unfair terms on developers.

There was also this portion on discounts that was quite revealing:

  1. For example, Valve has set up visibility in its Steam Store to focus on games that are nominally “on sale” to gamers. Knowing that the best way to reach their audience is through discounting, game publishers must artificially inflate their list prices so they have headroom for discounting. But the “sale” price is not consistently available, and therefore some gamers pay an artificially inflated list price for the game. These supracompetitive prices increase Valve’s cut, force gamers to overpay, and prevent publishers from setting the most efficient game prices they could in the first place. Even worse, these supracompetitive prices are transmitted across the broader market by the contractual restraints discussed above.


They're admitting to inflating games' prices, so they can then offer a fake discount that's closer to the actual price they actually wanted the game to be. And then they complain when Valve doesn't let them list a game on sale for an extended period of time, just so they can essentially scam people. (Probably, once again, standard in the industry and elsewhere, but I feel like that's gotta be banned by EU pro-consumer laws.)



Stellar Blade Boss Guide, Best Combat Builds & Secrets


you're into Stellar Blade and tough boss fights like Providence or Raven gave you trouble, I put together a full breakdown on my gaming blog that might help.

It covers:

My favorite combat builds (SP skill path suggestions)

Boss fight tips that actually work (timing-based, not just button mash)



[Devlog] My stickman survival game with a new page!


Hey everyone! 👋 (again)
I’m Daniel, a 14-year-old indie developer, and I’ve been working on a survival strategy game called A Survival Game. It mixes stickmen, hand-drawn chaos, resource management, and lots of dumb (but fun) decisions.

🧠 About the game:
You control a group of desperate stickmen trapped in a not-so-safe bunker. Your goal? Survive as long as possible.
You’ll need to fight monsters, manage food, make tough choices, and pray your stickmen don’t do something… stupid.

Each run is different thanks to random events, unique cards, and permadeath mechanics. There’s also a good dose of humor (because dying horribly should be funny, right?)

🆕 I just released a big update with:

10 new stickmen

New items, traps and events

Improved difficulty system

Even crazier cards (like "Mercy", which might save… or kill a stickman 😅)

🎮 Play it for free on Itch.io:
👉 danielgamedev14.itch.io/a-surv…

💬 I’d love your feedback or ideas! I’m constantly updating the game and open to collabs with other devs too.

Thanks for reading! 🚀

Als Antwort auf Daniel_Game_Dev

Nice project man!

I'm on mobile right now so I'm not seeing the game in it's intended environment and I'm not sure what controls I'm unable to use from this interface but, it looks like a fun project!

Keep working on little coding projects you enjoy, I started coding somewhere around 10-14 and slowly developed those skills as I finished school and started college for a pretty different career. Now, more than a decade into that other-career, I'm starting to get my work responsibilities shifted back toward coding projects which I'm enjoying so much.

My point being, do coding long as you enjoy it. Those skills will still be there when you need them, later in life.

Als Antwort auf FromPieces

Thank you very much man! I also started with 10 until today 🤩 It's very rewarding for me, I'm glad you liked it! Thanks for the encouragement! I will improve my skills a lot! ❤️


Unity half-revert forced cloud saves "for now"


And by revert we mean "keeps in but now with a dark pattern if you want to disable it"
Als Antwort auf als

Fool me once, shame on you. Fool me twice, shame on me.
Als Antwort auf als

yet another example of unity shooting itself in the face.



What is the best way to start learning gamedev?


I wanted to become a game developer for some time, and even tried following some tutorials for making video games, but i quit it due to not understanding the coding part, i did not really understand what i was doing.

Now i know a lot more about programming, but mostly just in java, however, i dont think it will be very difficult to learn new language, as now i understand many concepts of programming in general.

I want to learn to make games on godot, which i chose because it is quite popular and has a lot of documentation, tutorials, guides and community, which should be very helpful, especially for newbies.

As for a newbie in game development, what advice would you recommend me follow, to easily get in the gamedev? Maybe its some guides, some example or test projects, or something else, which i dont know about yet, everything will be helpful.

Als Antwort auf gegil

I want to add another post giving you the same advice to drive the importance of it home. Make shit.

I got interested in gamedev 20 years ago and never released anything despite still tinkering sometimes. The old saying is "fail early, fail often," because that's what learning is. Make shit.

Als Antwort auf gegil

Personally, I am an experienced beginner, I in no way have expertise in specifics but I'd like to think I have some learning experiences that can be shared.

TL; DR

Make stuff, if stuck change approach, continue learning.

What to make when starting - make teeny tiny simple games

Doing one full game from tutorial is great way to learn how to solve regular problems in game projects.

The simpler the better. Make tiny games. Some random examples
- 2D Cookie clicker without upgrades ( just click, number go up )
- 2D Enemies run for mouse cursor, you need to dodge enemies
- (bonus) 3D FPS where is Waldo, walk around level, click with crosshair when person is found

For example from official documentation "Dodge the creeps" docs.godotengine.org/en/stable…

Of course there are many more tutorials like that

Pitfalls while learning

At least in my experience, there are some areas that are easy to pick up and start implementing in the game but can get you stuck on details when you're just beginning. For any of points below, I would recommend to attempt, but also recognize when you're stuck and better to move on, and return to this topic later in your learning journey:

  • Physics - if you have very specific behavior in mind and default physics don't behave as you expected, it might create some problems, and solving them will make all of the development get stuck. For example, it's quite easy to make 3D vehicle using in-built nodes like VehicleBody3D ( docs.godotengine.org/en/latest… ). But it's relatively hard to make car to drift and in some cases can become too complex problem while you're learning.
  • 3D camera + mouse pointer - while working with mouse clicks in 2D Godot project, you'll learn it's very easy to get mouse position, object mouse is clicking on. But when moving to 3D you'll see that you have to account for more things and 3D Vectors are involved. There are many examples that give you code to solve this, just be ready for relative spike in complexity

Useful stuff to learn about early

There are some topics I would recommend learning about early as it can help you to solve basic problems. Give at least cursory glance about these topics, so you know what's available. None of these are required, but in certain situations can be a game-changer:
Signals, groups, Collision layers and masks, Globals/Autoload, Shaders, Tweens

Learning resources

  • Godot Recipes (kidscancode.org/godot_recipes/…) - there you'll find bite-sized solutions and instructions for popular problems, like "Top-down movement", "Shooting projectiles" and so on.
  • Official documentation - it have helped me many times. Remember you can also open it within Editor with F1 then search for Node or method you want to read up on

Assets

Personally I like to use pre-made assets while I am prototyping and checking out the idea. For me, it helps greatly if you can see your game concept coming together. Much better than using default Godot icon everywhere or plain shapes.

There are many places to get assets

Extra

When your very first game is ready, you can use itch.io to publish it either publicly or only for certain people. Makes easy to provide game for testing and share with friends

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watch out for RATS! in A Survival Game!


if you hear rat noises in A Survival Game BE CAREFUL!

a rat may be eating all your FOOD!

and if it runs out your stickmen may DIE!!!!

1 by 1 😉

play now: danielgamedev14.itch.io/a-surv…



Steam Summer Sale 2025 - 15 Hidden Indie Gems


cross-posted from: peertube.wtf/videos/watch/6095…

I've covered a lot of great indie games over the years, many games that didn't get the love they deserve. With this year's Steam Summer Sale, there's no excuse not to check out these incredible games!

Triple Iris is an indie game focused YouTube channel that primarily looks at smaller games and new retro indie titles. This is a channel that focuses on the positive side of indie gaming and highlights interesting stories in the gaming community.

0:00 Intro

0:29 Unbox: Newbie's Adventeure

1:58 Utopia Must Fall

3:26 Chroma Squad

4:49 Shadow Gambit

6:07 En Garde!

7:38 Tinykin

9:23 Our Adventurer Guild

10:52 Timespinner

11:52 Renowned Explorers

13:52 The Brutale

15:18 Wintermoor Tactics Club

16:51 Unsighted

18:35 Wayhaven Chronicles

19:58 Demon Turf

21:03 Roadwarden

22:20 Big Channel News



Steam Summer Sale 2025 - 15 Hidden Indie Gems


cross-posted from: lemmy.abnormalbeings.space/pos…

The 15 games mentioned in the video, each with a short description/review segment:

  • Unbox: Newbie's Adventeure
  • Utopia Must Fall
  • Chroma Squad
  • Shadow Gambit
  • En Garde!
  • Tinykin
  • Our Adventurer Guild
  • Timespinner
  • Renowned Explorers
  • The Brutale
  • Wintermoor Tactics Club
  • Unsighted
  • Wayhaven Chronicles
  • Demon Turf
  • Roadwarden


[Video] Finding the BEST sine function for Nintendo 64 | Kaze


Very interesting stuff
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Cat Box Paradox - Steam Summer Sale 30%




Can I Write an Amiga Game? Trying Blitz Basic in 2025



Als Antwort auf Gamma

A bit long but worth the time, I’ll post the edited version if he makes one too


Real-Time Datamoshing in Unreal Looks Mesmerizing - Jam2go (YouTube)


Starts with the basics of how Datamoshing works in video encoding, then explores it in game engine rendering.
Als Antwort auf Kissaki

His comment at 7:07 about how "it makes it look like these objects can't be perceived" is exactly the context that struck me. It begs for a Cthulhu-esque encounter of some type. Remedy could make masterful use of this in the next Control game, for instance.

Neat about the first music videos to do it, too. I only remembered seeing it in OKGO and Watsy videos.

/edit: Of course he goes on to mention Control. It's a good fit.

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17 New Indie Games – June 2025


cross-posted from: lemmy.abnormalbeings.space/pos…

The list, if you don't want to watch the (whole) video:
  • Popucom
  • Zefyr: A Thief's Melody
  • Deltarune: Chapter 3 & 4
  • Dragon is Dead
  • Forgotlings
  • Vilde
  • The Alters
  • Date Everything!
  • Lost in Random: The Eternal Die
  • Warton
  • Dragonloop
  • Crown Gambit
  • Rematch
  • Star Overdrive
  • Outrider Mako
  • Shuffle Tactics
  • Ruffy and the Riverside


ARMADA - New rogue-lite for playdate !


Hello, fellow playdaters,

I'm Morgan, from Random Encounter Studios and my brother and I just finished developing our first playdate game.
Fell in love with the device a year ago and decided to make a full fledged game on it.

It's a modern twist on arcade classics shmups, lots of actions, level ups, perks and coins!
The game is about 6-8 hours length, hope you'll love it.

I'm happy to announce that ARMADA is now out on playdate, available on random-encounter-games.itch.io… (not sure if I can link something in the post but hey, i'll try)

Feel free to ask me anything about the game/studio/playdate, will be more than happy to answer!



Switch 2 – Every Indie Game So Far




Switch 2 – Every Indie Game So Far


Als Antwort auf

I can't wait to play Deltarune ten years later when all of the episodes are out 🙏


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We Love Fish Tanks


Super fun cozy fish game I discovered. Breed fish, sell em and create a fish tank for them to live in. Figured I would share with Lemmy as it just got released from beta and is current on sale.
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