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PixelPerfectEngine updated with better sprite rendering pipeline


Old one started to struggle at 5000 sprites, new one runs above 170FPS with 10000 spites (as long it doesn't need to switch context too much between shaders and textures), although it can tank to 60 if per-pixel collision detection is needed. Hit-box detection is already done, the likely issue is that in this example, it needs to pull the collision shapes too much (bit arrays, each line is aligned to 64 pixel wide to speed up checks as much as possible by ANDing together chunks, then check the result for non-zero value).


My Steam Game Trailer Got Featured by IGN – Here's How It Helped Me Get 1200+ Wishlists in 2 Weeks!


Hey fellow game developers! I wanted to share a quick story on how a little bit of luck and strategic timing helped me gain some traction for my game.

My Steam page had only been live for about 4 days when I reached out to IGN to ask if they would be interested in posting my trailer. I made sure to emphasize that it hadn't been shared anywhere else yet. To my surprise, they got back to me with a positive response and agreed to feature it!

They posted it, and the visibility from IGN gave my Steam page a significant boost. After that, I decided to take it one step further: I posted about the IGN coverage on my social media (Reddit, TikTok, X, Instagram), and it helped even more to spread the word. In just two weeks, I saw my wishlist count go from practically nothing to over 1200+ wishlists!

Here is the link for anyone interested in wishlisting it: store.steampowered.com/app/389…

I’m still in the early stages of development, but this boost was incredible, and I wanted to share it with the community to hopefully help others who might be in the same position.

Don't be afraid to reach out, and remember: visibility can make a huge difference! Keep developing and good luck to everyone!

Als Antwort auf mormund

They also just nuke the post if the comments turn against them. Their entire business model seems to be blatantly ripping off popular games in a super janky way though lol.
Als Antwort auf dhhyfddehhfyy4673

So like with everything, it's not about the product, it's about the PR.


I made a game and it is on steam 75% off (1$ now)


A realistic open-world survival experience. After a harrowing plane crash, you find yourself stranded in the wilderness. Battling freezing temperatures and hunger, you face an unknown virus that slowly paralyzes muscles, leaving its victims motionless and at the mercy of the unforgiving cold.

Steam link: store.steampowered.com/app/305…



I made a game and it is on steam 75% off (1$ now)


A realistic open-world survival experience. After a harrowing plane crash, you find yourself stranded in the wilderness. Battling freezing temperatures and hunger, you face an unknown virus that slowly paralyzes muscles, leaving its victims motionless and at the mercy of the unforgiving cold.

Steam link: store.steampowered.com/app/305…

Als Antwort auf laradev

FWIW, this shows up as $2 rather than $1 for me. Maybe it's regional?

Also ... I suspect some inspiration may have been taken from The Long Dark.

Dieser Beitrag wurde bearbeitet. (2 Monate her)
Als Antwort auf laradev

Should give it away for free but charge for the uninstall if you want to make a profit.


Feedback for my first (mini-) game?


cross-posted from: lemmy.blahaj.zone/post/3061385…

I finished this first game of mine about three months ago. Back then i was too anxious to post it. I would love some feedback on it generally. i am aware of some bugs, and generally know how to do it better nowadays, but i didn't want to touch the code anymore. I'd describe myself as Gamedesigner first, coder second, and artist last. so i would be especially interested in how the game feels to you.

Thanks to everyone who took time out of their day for this :3



Feedback for my first (mini-) game?


I finished this first game of mine about three months ago. Back then i was too anxious to post it. I would love some feedback on it generally. i am aware of some bugs, and generally know how to do it better nowadays, but i didn't want to touch the code anymore. I'd describe myself as Gamedesigner first, coder second, and artist last. so i would be especially interested in how the game feels to you.

Thanks to everyone who took time out of their day for this :3




Feedback for my first (mini-) game?


I finished this first game of mine about three months ago. Back then i was too anxious to post it. I would love some feedback on it generally. i am aware of some bugs, and generally know how to do it better nowadays, but i didn't want to touch the code anymore. I'd describe myself as Gamedesigner first, coder second, and artist last. so i would be especially interested in how the game feels to you.

Thanks to everyone who took time out of their day for this :3



[DevLog] I'm making a PS1 horror FPS


Hi everyone, I've been working on this FPS for a while now and felt ready to share the first details about it.
This is my first devlog and I realize in hindsight that the script I wrote didn't really outline all the things I've done for this game but this is my first devlog, and this is the only way you can learn, right? 😀

As I explain in the video, I did everything I consider to be hard and laborious first, which includes level design, rigging and animating characters, so that I can focus on my strengths towards the end.

So there's basically no gameplay yet, but that's what I'm working on now.

My goal for this game is to release before the end of the year (which should be pretty easy) and maybe even enter the upcoming Next Fest, tho I think focusing on getting the game done instead of a good demo is better in the case of this game.

Feel free to ask any questions.


Als Antwort auf RightHandOfIkaros

Yup llms are not really that game changing but they are undeniably fairly usefull ( What grinds my gear is the tech giants selling it like its the second coming of jesus ).
Als Antwort auf Nemeski

Study by Google who benefits from AI hype. Big doubt. But also I would be interested to know what "counts as using AI". Doing one query once per month just to try solve some specific issue vs daily use/vibe coding.

I tried using AI to create my games, but most of the time it just got in the way. And now that I am more conscious about harm and issues of AI, I refuse to use it unless in really specific scenarios.


Als Antwort auf Kissaki

Sorry! for reasons I can't explain, be that ad blocking or old incompatible browser or because I accidentally agreed to them already, I'm not seeing the wall.


The Spartan Game Engine




There is a game for 1$ with 75% discount now on Steam!


Hi, i hope you a re doing well. Here is the link store.steampowered.com/app/305…
Als Antwort auf laradev

If this is an ad for your own game, care to discuss the accusations here:

steamcommunity.com/id/sharpie3…

I played the demo for this game back during the steam demo fest and was happy to follow the development and play the early access release. Unfortunately, I saw that this game was released into 1.0 and not into early access for further development. Whats even better is that I was BANNED from the community hub for asking about this and subsequently asked why my first question was removed. So that basically killed 99% of my good will.


Steam page opening ceremony for my game. Toll Booth Simulator


This is simulator game, but also the life simulation type of game.

Wishlist now on steam to support me: store.steampowered.com/app/389…

About the game: Manage a Toll Booth on a desert highway. Check passports, take payments, and decide who gets through. Grow fruit, mix cocktails, sell drinks, and dodge the cops, all while the chaos spirals out of contro

Thanks for reading

Als Antwort auf laradev

Are you going to put your game up, or just talk about it endlessly? The more you advertise a game I cant play, the less interested i am in playing it.
Als Antwort auf NocturnalMorning

The current meta in building an indie game is to put up a steam page and talk about it often to get wishlists prior to launch. It supposedly works well for improving success, and that's why you see a bunch of posts about games not available, like this one.

You may be less interested in playing it, but you know about it, and that's really the point.

Als Antwort auf NocturnalMorning

I feel like this repeated promo stuff is too far way from this community called game development.

This doesn't show me any kind of development information. Not even a launch plan or considerations, or store page designing infos.

It's an ad. Nothing to do with game development beyond being developed by someone - which everything is.

I'm surprised this ad got so many upvotes for this community. It's in line with previous sightings though.

Dieser Beitrag wurde bearbeitet. (2 Monate her)
Als Antwort auf Kissaki

Yeah, there's a balance we have to manage with indie devs. On the one hand, they have nowhere else to advertise, and not a lot of money to do it. On the other hand, this is just getting annoying. Usually, a rule of thumb is you only post updates when there have been major updates to your games functionality. Some people just don't care and advertise in any way they can regardless of how annoying people think they are. The worst that happens usually is their post is removed. So, worth trying I guess from their perspective.


Bevy's Fifth Birthday




I found this personal post-mortem by Mark Darrah (former Executive Producer) on EA's Anthem quite insightful [58:54]


What Really Happened to Anthem? (Part 1 2011 - 2017)
Dieser Beitrag wurde bearbeitet. (2 Monate her)


GameDev Guardian: static analysis and Unity




Indie Dev Alert! “A Survival Game” Just Got WILD with the Scrapocalypse Update!


Hey fellow coders and gamers!
Looking for a quirky, challenging survival game with a twist? I just dropped a major update for A Survival Game — my Godot 3.5 powered indie project that mixes cards, chaos, and stickmen mayhem!

What’s new?

🎉 Scrap Crafting System: Collect junk and craft unique items like a ball weapon and an auto rat killer!

🐀 Dynamic Rat Invasions: The more stickmen you have, the bigger the rat problem!

🦇 Batcrocs Invasion: Yep, monsters in your bunker!

💾 Better Save System: Now fully stable across HTML5, Windows, Linux, and macOS.

🎨 Visuals Overhaul: Flashing cards, paper-style menus, colorful text borders, and floating feedback!

👥 4 New Stickmen: More characters, more drama, more laughs!

🐞 Bug Fixes & Polishing: Smooth gameplay guaranteed.

Why check it out?
It’s free to play online (HTML5) or download on your platform of choice

Open source inspiration for Godot devs (I’m happy to share tips!)

A crazy blend of strategy, survival, and humor that’ll keep you hooked

🔥 Play now: danielgamedev14.itch.io/a-surv… 🔥

Drop your thoughts and feedback! Your suggestions might just inspire the next wild update.
Let’s survive (or hilariously fail) together! 💀🧱

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

Please allow skipping/proceeding the slow-timeout intro screens.

The yellow moving tutorial texts were confusing to me in that I tried clicking those. Took me a bit to realize I'm supposed to and only able to click what's below/besides them.

Als Antwort auf Kissaki

Thanks a lot for the feedback!
You're totally right — I'll make sure to add a "Skip" button for the intro so players can get into the game faster.
Also, I’ll improve the yellow tutorial texts so they’re less confusing and look less like clickable elements. Maybe I'll make them more static or put them in simple info boxes. If you want, leave your review on itch.io, I would be very grateful!

Really appreciate you taking the time to share this — updates are coming soon! 🙏🙂

Als Antwort auf Kissaki

done!!! I just made a mini update just for you! It wasn't much but... it actually worked! I hope you like it, thanks!!!


New Update! - Scrapocalypse Released! [Godot 3.5 | HTML5 | Win/Linux/macOS]


Hey fellow devs!
I just launched a brand-new update for my indie card-based survival game “A Survival Game”, built entirely in Godot 3.5 and now fully compatible with HTML5, Windows, Linux and macOS.

🔧 What's new in this update?
🛠️ Scrap System (New Crafting Mechanic):
Scrap is a new resource dropped during events or by the Trader. You can use it to craft two new items (for now):

A ball weapon

An auto rat killer (yes, I have rats invading the bunker now)

🦀 Trader Improvements:
Now has a chance to give you scrap, not just points.

🐀 Rat Invasions Revamped:
Dynamic rat attack system — the more stickmen you have, the higher the risk.
They no longer just pop in randomly!

🦇 Batcrocs can now invade!
Totally normal behavior for a survival game, right?

💾 Save System Overhaul:
Now supports persistent saving across HTML5, Windows, Linux, and macOS — including DLC saves.

🃏 Visual Improvements:

Flashing card colors

Blue & yellow text borders

Floating feedback texts

Paper-like menu effects

👥 4 new stickmen added – each with their own (very weird) traits.

🪲 Bug fixes + minor rebalance + onboarding help for new players.

🎮 Tech Stack:
Engine: Godot 3.5

Language: GDScript

Export Targets: HTML5, Windows, Linux, macOS

Save system: Custom JSON-based with fallback protection

Build pipeline: Manual export (itch.io optimized ZIPs and .app bundles)

🔗 Play here (HTML5 & download options):
danielgamedev14.itch.io/a-surv…

Would love to hear feedback from other devs!
Whether it’s UX tips, performance ideas, or feedback on how I handle events and saves in HTML5 — I’m all ears. 😀

Let me know what you think or what you'd add next!



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. (3 Monate 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. (3 Monate 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. (3 Monate 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 Monate 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 Monate 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.