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What should I add to my HOI4-like/Pokemon-like game?


I am making a game similar to something like HOI4 with the differentiating factor being that it is situated during the Cold War, with power dynamics of both the Americans and Soviets vying for dominance while the non-aligned movement tries to balance on the fence between the two superpowers.

Unlike HOI4, there will be turn-based battles (kind of like in Pokémon, but without the catching part) rather than manoeuvring troops around a front. This means that my game will be decently different from all the Cold War hoi4 mods, have okayish controller support, and will also be much easier to program.

Currently, I'm planning to add three different navigable tabs: a political tab (where you can complete focuses relating to your politics, get advisors, see all your subjects, etc.), an industry tab (production/factories, trade, economic advisors, etc.), and a military tab (researching weapons, head of the army, etc.). There will also be a clock (similar to something like HOI4).

I'm thinking the political tab should mainly just be the focuses (see focus trees in HOI4) and advisors that give you modifiers like stability buffs and ideology support.

My questions are, what should I add to this game? What modifiers/stats should I add (something akin to stability, war support, etc.)? How should focuses work? What colour should all the territories be? What about the releasables (see African colonies, post-Soviet states, etc.)? How should modifiers like stability and war support and things like how much equipment you have in stock affect the turn-based battles?

Note that this game isn't meant to be realistic whatsoever, and I've already planned out a few focus paths (many of which are very out there...) for some of the major countries (subject to change, of course):
- West and East Germany: Race to unify the country under their leadership
- unified Germany (western bloc): democracy vs Kaiser vs cars over politics (German car company coup)
- unified Germany (eastern bloc): align with the Soviets vs independent foreign policy vs NEW POLAND (due to proximity with old Poland. As you can see, not being very realistic. Like at all.)
- UK: Holding on to the empire vs independence
- United States: Democracy vs military dictatorship vs capitalism over politics (a company takes over the government in a coup)
- Soviet Union: Towards de-Stalinization vs supporting Stalin's ideas, possible anarchist path?
- Yugoslavia: formation of the non-aligned movement, communism vs democracy vs monarchism vs sports over politics (coup by sports team or something? Not sure)

What other paths should I add? What should I change about these paths? What kind of modifiers/boost/war goals/etc should the focuses give you?

Als Antwort auf sbird

My immediate thought was this would be fighting the Cold War via Pokemon battles... as in, you explore the world, catch Pokemon, conquer new countries and catch more Pokemon there... You use Pokemon and their trainers instead of soldiers to fight the wars...



Combating headcrabs in the Source SDK codebase




🎨 I tried making a new cover for my indie game, A Survival Game…


It has:

chaos ✅

doodles ✅

monsters ✅

a random chicken in the corner ✅

Now the real question is… does it look like something you’d actually click on, or like a cave drawing made during a coffee overdose? 😂

Would love some feedback from you folks – roast it, praise it, or just tell me if the chicken deserves more spotlight. 🐔

👉 Game link (if you’re curious): danielgamedev14.itch.io/a-surv…

Als Antwort auf Daniel_Game_Dev

I think on steam i would scroll over it but it fits the vibe of an itch game and i would/am intrigued by it
Als Antwort auf zEKEfrieD

Yes! It's for itch.io! If you want to take a look and leave a comment on his page, I'd be very grateful ;) here: danielgamedev14.itch.io/a-surv…


[Request] Help me by recording videos of my indie survival game!


Hey everyone! I’m Daniel (14yo indie dev) and I’ve been working on my chaotic card-survival game A Survival Game.

I just released a big update and I’d love to see how people actually play it. If you enjoy trying out indie games, it would mean the world to me if you could:

Record a short video / gameplay session.

Share your first impressions, reactions, or even funny fails.

It doesn’t need to be professional – even a quick screen capture helps me understand how players interact with the chaos I built.

You can play it here: danielgamedev14.itch.io/a-surv…

Thanks a lot! Every video helps me improve the game and spread it to more players 🙏

Als Antwort auf Daniel_Game_Dev

This looks super interesting. I'll attempt to stream it on my Owncast tomorrow or Friday and record it and toss it on my Peertube. I already have some thoughts/suggestions from playing for like 5 min. 😀
Als Antwort auf ozoned

Thank you so much man! Seriously! This helps me so much! I'm glad you liked it!
Als Antwort auf Daniel_Game_Dev

Streaming live on stream.ozoned.net at the moment. If you're busy then I'll record it and post the video as well. Please note that these are my initial reactions, it's just an opinion, it's not right or wrong and it's supposed to be constructive criticism.
Als Antwort auf ozoned

Man, I don't know what to say, thank you so much!!! The stream was amazing!!!! This game is always getting more updates and I'm glad you liked it! Now I'm looking for more players and maybe create a community, the game is simple and buggy but I'll evolve it more and more! Thank you so much man! Have a nice day ;)
Als Antwort auf Daniel_Game_Dev

Thank you! It was a lot of fun! Definitely needs a lot of polish and more mechanics and things, but I think you have something quite interesting to start from. Remember though, you're going to get people that are just negative about it. It's YOUR idea, it's YOUR creation. It'll never be perfect, it'll never make everyone happy, and it doesn't have to be either of those things. Just keep doing you, and it'll be good. 😀
Als Antwort auf ozoned

Thank you so much for the kind words and encouragement! 🙏✨
I know the game still needs a lot of polish and new mechanics, but hearing that it was fun already means a lot. You're absolutely right — it’s impossible to please everyone, so I’ll keep building and improving while keeping the chaos alive. ;)


Digging into open-source Unity VR Games. Part 2: NorthStar





Spooktober N64 Style Graphics Jam #4


Come join us for the Spooktober N64 Stype Graphics Jam #4! Make some cool retro games and have some fun with us! There's a 50 dollar cash prize!

Als Antwort auf 𝔗𝚎𝚑 𝔅𝚊𝚖𝚜𝚔𝚒

Don’t get me wrong, rimworld is great. But the mechanics of the game are just a repackaging of Dwarf Fortress which was a labor of love by two people over many many years.
Als Antwort auf YtA4QCam2A9j7EfTgHrH

Friend, I don't normally come out swinging, but you're dead wrong. I've played both and there is a reason one is wildly popular and the other, cult status. It's the same reason x-com endures. You get attached to your pawns, because of the little touches, little individual aspects, that make them unique and endearing. Oh Mila started another social fight with Engie, well, she did insult her sandstone art as creepy. It is creepy, but her lovers funeral from the failed raid to get the relic of our religion was not the place to bring that up. Furthermore, all of this is accessible, on the surface, and a component of the game. However incredible Dwarf Fortress is, and it is, it never landed the, "why I give a shit about this character or that character." Just my take.
Als Antwort auf DaMonsterKnees

People can disagree.

I just found Rimworld derivative. It is objectively a better game (for most people) because it has modern UX and less complexity.

I just think that it isn’t visionary. The real weirdos are the Adams brothers that created the genre. (And I’m an old man that enjoys DF more, even if I have over a thousand hours in Rimworld)

Als Antwort auf YtA4QCam2A9j7EfTgHrH

Hundred percent this. Rimworld is a streamlined but pale imitation of the crunchy janky unmatchable experience of Dwarf Fortress. I played Rimworld a lot, over 900 hours. Until I realized all I ever did was play it for the mods. I did not like vanilla, the game is too arbitrary and annoying with its fetish for random events.

Whereas even when Dwarf Fortress bullshits things, it still feels like things happened behind the scenes to lead you there. DF is more about the simulation and the illusion of simulation, Rimworld is more about a man shoving dice up your ass and saying "I have decided you are having fun wrong, all your colonists now have exploding penis disease that makes them randomly die, at the same time that the digging raiders are sieging your base and there is a radiation storm and insectoid swarm so big your game is lagging, good day" and people just clap at that for some reason.

I always tweaked literally everything with Rimworld, with these absurd unstable modlists because the game was plainly unpleasant for me otherwise. This mod tweaks these two annoying game mechanics and has three dependencies, this mod tweaks this other thing and has one dependency, this mod... etc.

So half my play time was waiting for Rimworld's main menu to load, and the other half was always spent chasing cascading game-breaking bugs because the combination of mods I needed, to not hate the game, was never stable. So then I never touched Rimworld again, because I stopped pretending I was its target audience, I'm not. It's made for people with different interests.

With Dwarf Fortress, in the pre-steam versions, I only strayed from vanilla occasionally. The game was and is always good enough for me unaltered. Although admittedly I do like adding extra creatures, even back in the day with raw file edits, and Steam Workshop really makes that annoyingly easy. Wish the built-in mod managing UI was better, but then again, Rimworld's sucked too, and I always replaced it with a better one via a mod, and eventually an external program (rimPy) entirely.

Nope, I can never touch Rimworld again, it's not worth my time.

Als Antwort auf Nikkii

I completely forgot that I also always modded my rimworld. I don’t think I’ve ever messed with DF mods. But the game is janky enough to start with…
Als Antwort auf DaMonsterKnees

However incredible Dwarf Fortress is, and it is, it never landed the, "why I give a shit about this character or that character."


Oh my I disagree so much. I've not launched DF for a year and I can still rent about the stories of characters that I only know from their descendants and the legends.

Both awesome games no doubt

Dieser Beitrag wurde bearbeitet. (5 Monate her)


Dev Retires “Dual Snake” Online Service, Migrating Features Into Offline


Over the years, our server has been racking up costs, and the now-unsupported software it was running on finally gave out.

All online services have now been migrated into permanent offline features. We made sure nothing was lost.

  • The Level Editor now saves levels directly to your disk […]
  • All community-created levels […]
  • All-time high scores have been immortalized […]
  • New high scores are saved locally […]


The game Dual Snake on Steam is free and was released in 2018.

Dieser Beitrag wurde bearbeitet. (5 Monate her)
Als Antwort auf Kissaki

Much respect to the devs for doing their best to transition actively to end-of-life and port functionality to the offline mode 😀


Devlog – Making Chaos More Efficient in A Survival Game


Hey folks,
I just pushed a new update for my little chaotic project A Survival Game (a survival card game with clueless stickmen). This time I focused on pacing and new systems:

Shorter Map → players were walking too long before hitting events. Now chaos kicks in faster.

Expedition Boat 🚤 → new system to send stickmen away for loot (high risk, sometimes no return).

Radio 📡 → call for resources (or just static). Simple mechanic but adds a nice “desperate communication” flavor.

+4 Stickmen → bringing the total of new recruits to 8 since last updates.

Shop Upgrade 🛒 → cards finally have descriptions, because apparently stickmen can read.

Visual polish ✨ → more effects, outlined texts, flashy cards.

Better Save System 💾 → now more reliable across HTML5, mobile, and desktop builds.

On top of that, I experimented with monetization:

PRO Mode DLC ($2.50) → lets players customize runs (extra cash, days, stick levels). Basically legal cheating.

Mercy DLC ($1) → adds 4 cards including one that lets you roll back to your last save after a bad decision.

Dev thoughts

The biggest design call was shortening the map. Initially I wanted long runs for tension, but players got stuck in “walking simulator” mode. Compressing it made the game more chaotic and fun — curious to see if players miss the old pacing.

Also, adding the radio was fun because it’s a very simple UI change, but thematically it feels huge (players love pressing buttons that might do something).

Questions for you

Have you ever shortened a game/map for pacing reasons? Did it improve retention or just upset players?

Any tips on balancing optional DLC in a small indie project without making the base game feel lacking?

👉 If you want to check out the game: A Survival Game on Itch.io



Simplest way to make a "Link to the Past" like game?


cross-posted from: lemmy.world/post/35297209

I'm looking for an engine/framework to make a 2d "RPG" (no leveling, etc, akin to Link to the Past).

I actually went to University for games programming, so I understand how games work, how to code them, etc etc. I work as a Test Automation programmer for websites, and I am doing some development on JS as well on a music toy. I am experienced with C#, C++, Java and JS.

The problem I've had in the past is that the frameworks promise the world, but everything I want to start working on is hidden beneath folders and folders of stuff, and the entry point to customize the correct parts seems obscured. Or, working on OpenGL etc are too basic with basically nothing out of the box.

I just want something that will say : here's your main, here's your player character, we've taken care of the collision detection and inputs and rendering, there's no gravity. Paint the tiles on this screen, and get going.

Like the level of expertise, customisation and entry point needs to be clear (or at least there is a guide to get started that I don't have to spend hours and hours on) and the business side is cut and dry and won't cost me to start deveoping. (flat X% after $Y in sales)

I don't mind having to learn a new scripting language as long as it's not drastically different to the object oriented languages I know already. (ie : nothing in Lisp)

Als Antwort auf Skullgrid

If you want to make a 2D Zelda style game, there's the Solaris engine, which is purpose built for that very task.

It's open-source and completely free to use.

Als Antwort auf ProdigalFrog

It uses LUA which is the laughing stock of the programming world and uses arrays that start at 1.

Edit: 4 people here use Lua.

Dieser Beitrag wurde bearbeitet. (5 Monate her)
Als Antwort auf ultimate_worrier

I've personally never seen that sentiment toward Lua. It's also used in Pico-8, and that's quite well regarded.
Als Antwort auf ultimate_worrier

Even in that link, there are just as many people praising it as there are damning it, which is fairly common for all languages, due to how opinionated people can be on that subject.

Based on the fact that you're downvoting all my comments in this thread, I would wager you are amongst those highly opinionated people 😅

Als Antwort auf ProdigalFrog

"There are only two kinds of programming languages: those people always bitch about and those nobody uses."

Bjarne Stroustrup

Als Antwort auf Skullgrid

You might like Love2d, it's a Lua framework that just lets you start coding, no editors or anything.

I just want something that will say : here’s your main, here’s your player character, we’ve taken care of the collision detection and inputs and rendering, there’s no gravity. Paint the tiles on this screen, and get going.


So are you looking for less of a framework/engine and more of a genre template thing? I'm not quite familiar with those, but Godot is a general purpose royalty-free engine, and I've seen templates before for a Zelda-style game, so that might be something worth checking out. It's pretty simple to extend or change what you need.


Als Antwort auf tomiant

Are you looking for more game documentary makers or perhaps something else? I can give you some suggestions either way.


Digging into open-source Unity VR Games. Part 1: RocketMan




How to get fully involved into game development?


After my previous post on this community, i read all comments and found lots of useful materials on gamedev.

For the firts couple of weeks i was completely involved into gamedev, learning, reading documetation, making project for hours every day. Next week i started to get bored with it. I was still making progress, but i just wasnt involved in it enough. Next week i got completely bored with it, and just left it. I tried to get back on track a couple weeks later, but wasnt successful.

I just cant find myself doing some work, like learning something new, for longer than two weeks. When i was younger, i tried to self learn programming, but couldnt to continue to learn for long. Now i know how to program, not because i personally was interested in it, but because i was taught it. Even if i will somehow learn to develop games, i dont think i will be able to work on same project for months or even years, which is always required to make good games.

Earlier i mentioned that i was bored, which is not what it seems it is. Making games is fun, and i want to do it. I just have a weird feeling, which i cant really explain what it feels like, and it prevents me from just opening the editor and continuing to work on a project i was doing last day, for unkown to me reason. Every time i boot my pc, i just look at that icon on the taskbar for a solid two minutes, until i decide to do nothing. Same thing at the next day, and a day after that, and then i just forgot i was actully doing that. I dont know why, but two weeks seems like the maximum i can spend on any big project, even if i am interested in it, and i know i have enough skill and time to complete it in reasonable amount of time.

So, what can you recommend me to do, to get me involved into game development, to get interested in it enough to actully commit enough of my time to make great projects?

Als Antwort auf gegil

I just cant find myself doing some work, like learning something new, for longer than two weeks.

So, what can you recommend me to do,


It's the same kind of discipline issue everyone has with other times with sports or other kinds of regular practice.

Reserve the time, "get there early", sit down, set an alarm if you have to and when the alarm rings you open your project and go from there.

You don't have to torture yourself though, if you find you're actually not having fun, it's fine to just do small prototype things and switch things up every two weeks.

Dieser Beitrag wurde bearbeitet. (5 Monate her)
Als Antwort auf it_depends_man

The bad discipline is what really holding me back. I tried to fix it by various ways, but it all comes down to that nobody is watching me. If there is nobody to tell me that i am not doing what i have to do, i have no iniciative to follow alarms, schedules and other stuff, because nothing bad happens when i dont.

What you are saying about of torturing myself when i do stuff which is not fun, this is not exactly what you understand. There is boring and repetitive stuff which i really did not like doing. But most stuff i personnaly tried to get into is fun. Its just my laziness which overcomes the fun, and i dont know how to get away from it.

Als Antwort auf gegil

Take pressure off. Don't set targets, just solve one problem and if you're fed up, park it. If you feel good, solve or investigate another.

Avoid negative pressure and burn out. Little and often is the process. If you don't want to touch it one day, don't. It's cool.

Dieser Beitrag wurde bearbeitet. (5 Monate her)


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. (5 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. (6 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. (6 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. (6 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. (6 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.