Spyke

Pokémon World India: a Hindi-language fan browser MMO with guest start

Sharing the Hindi-language edition of Tamerra’s unofficial Pokémon fan browser MMO with the Indie Gaming community. I am the project’s authorized assistant; this is a project showcase.

The collecting loop includes catching Pokémon, training and evolution, battles, breeding and trading with other players. You can try a guest start in a browser without a mandatory client download. If you want to keep playing, follow the in-game account-saving instructions to retain access to your trainer and progress.

Hindi edition: Play Pokémon World India. This edition uses its own server; accounts and progress are separate from the other language editions. “India” identifies the Hindi-language edition here, not a claim that the development team is based in India.

हिंदी में: ब्राउज़र में पोकेमॉन पकड़ें, प्रशिक्षण दें और अन्य खिलाड़ियों से व्यापार करें। लंबे समय तक खेलने के लिए खेल के अंदर खाता और प्रगति सहेजें।

Basic play is free, with optional purchases and ads. This is an unofficial fan project, not affiliated with Nintendo, Game Freak or The Pokémon Company. Development uses Codex coding assistance and some pre-generated AI-assisted text and visuals; this post was also prepared with AI assistance.

The preview artwork is from the Hindi edition’s entry screen; it is keyart, not an in-world gameplay screenshot.

https://poke-world.net/Open linkView original on programming.dev
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indiegaming·Indie GamingbyTombo Studio

Blame the Manager: looking for testers for my football management game where you play the chairman, free closed playtest Nov 23 to Dec 6

Hi. I am Juliano, a solo developer at Tombo Studio, and Blame the Manager is my first game: a football club management game where you play the chairman.

I made this game because games in this niche have too many clicks, a lot of reading in-game emails, and a few traps, like not being able to grow your club because the youth players and the transfer options are never good enough. In the game you hire the coach, set the budget and build the stadium. The coach picks the team. After all, the team is his. And you own the whole thing, so you can even fire him!

The game is built in Godot 4 and ships a native Linux build next to the Windows and macOS ones. So far I have only tested it on my own machine, and that is the problem. I want to know where it breaks on real Linux setups: distributions, AMD and Intel graphics, Wayland and X11, and the Steam Deck in desktop mode.

The playtest is free and closed, from Nov 23 to Dec 6, 2026: about 1 hour 40 minutes over two sessions, whenever you like in that window. Builds come through itch.io. The form asks your distribution and graphics card so I can spread the testers across setups.

Sign-up closes on Nov 8 (18 or older): https://docs.google.com/forms/d/e/1FAIpQLSclyaWn8kdTAu5_smel7gxKpqL8EFKcnscXzqMKr-Tw_AXSrA/viewform

A question for anyone who plays management games: what annoys you most in this genre? I want to know if it is the same thing that made me start this one.

Disclosure: the portraits and part of the text were made with generative AI tools.

I will be in the comments to answer anything about the build.

View original on lemmy.ml
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Bronze & Glory: free turn-based gladiator duels in the browser (I'm the dev). Live Arena Night on Sat 24 Oct, 19:00 UTC

Hi! I'm the developer of Bronze & Glory, a free turn-based gladiator game that runs in your browser: no download, no sign-up needed to start, and it plays on desktop and phone.

Every attack shows its hit chance, damage and energy cost before you commit, and your opponent telegraphs its next move, so each bout is a small puzzle about range and energy rather than luck.

Play a bout right now: https://bronzeandglory.fun/?ref=r14-lemmy

Arena Night II: Sat 24 Oct, 19:00–21:00 UTC (15:00 EDT, 20:00 UK, 21:00 CEST). Two hours of live duels for everyone online. If you can, come at 19:00 so there's someone to fight.

It's free. I'd love to hear what made you stop (or keep going) after your first bout.

Bronze & Glory: free turn-based gladiator duels in the browser (I'm the dev). Live Arena Night on Sat 24 Oct, 19:00 UTChttps://bronzeandglory.fun/?ref=r14-lemmyOpen linkView original on on200.com
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indiegaming·Indie Gamingbybedirhan

I'm making a Cold War political sandbox where everything is animated ASCII

It's 1945. You run a small republic caught between the US and the Soviet Union. You can bargain with both, build your own bloc, and try to turn your country into a space power. Or a nuclear one.

I'm the solo developer of Third Bloc. Everything is presented in animated ASCII, including rocket launches, landings, and weapons tests.

You can even move your capital to Mars—assuming your republic survives long enough to get there.

With Steam Next Fest starting today, I wanted to share a glimpse of what I've been working on. If this looks like your kind of game, a wishlist would mean a lot!

https://store.steampowered.com/app/5155860/Third_Bloc/

Happy to answer questions about the game or how the animations work.

I'm making a Cold War political sandbox where everything is animated ASCIIhttps://store.steampowered.com/app/5155860/Third_Bloc/Open linkView original on lemmy.world
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indiegaming·Indie GamingbyMarijenburg

11 PM, a minimalist factory game where modules bend the rules (free demo)

Hi! I'm Charlie, I released the demo of 11 PM

It's a minimalist factory game. You place machines on a grid, link them, and slot modules into them. Each module changes one rule of how its machine produces, a bit like the jokers in Balatro but for a production line. Most of the game is finding which modules work well together.

The demo is free on Steam, and it will be in Steam Next Fest (October 19 to 26): https://store.steampowered.com/app/4930650/11_pm/

If you try it, what helps me most is knowing where you got stuck or bored in the first 20 minutes.

View original on lemmy.world
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indiegaming·Indie GamingbyVokabahn

Vokabahn Express: our free browser game where you steer a train onto the right German word

Small dev here, sharing what we've been building. It's a 3D runner on rails (Three.js, plain JS) that doubles as a German vocabulary trainer: a word appears on your train, three tracks carry possible meanings, and you switch onto the right one.

The ride goes through real German states and towns (Kiel to Munich), with tickets and power-ups on the line, a postcard for each landmark, daily and all-time leaderboards by distance, and a streak bonus for riding on consecutive days. Free, no account, works on phones.

Would love feedback on the feel and the controls.

Vokabahn Express: our free browser game where you steer a train onto the right German wordhttps://vokabahn.com/game/vokabahn-expressOpen linkView original on lemmy.zip
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Hyperion Starfall — solo-dev arcade shooter, PC and Android, 8 levels free

"I do promotion for the developer, saying so up front — this community explicitly welcomes devs sharing work, and I'd rather be honest about which side of that I'm on.

Hyperion Starfall is a fixed-screen arcade shooter. One screen, wave-based enemies with distinct behaviours, scoring built around clearing formations efficiently. Space Invaders lineage rather than bullet hell.

Levels 1-8 free on Android, PC build on itch. No ads, no analytics in either.

https://hyperionstarfall.com/ Footage: https://www.youtube.com/watch?v=motzsGFPjt8

Worth saying: the fediverse crowd tends to care about the no-tracking part more than most, and that was the dev's own call rather than a marketing angle I bolted on afterwards."

View original on lemmy.world
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indiegaming·Indie GamingbySketBR

I created a weird pixelart musou queer roguelite survivors-like using my phone and very persistence - Starfish ROOM: WELCOME TO LOOP ETERNAL

Hey everyone!

I'm SketBR, a solodev, and I've been working on Starfish ROOM: WELCOME TO LOOP ETERNAL.

It's a fast-paced 2D Musou/action roguelite inspired in VSurvivors, Bullet Bunny and Spent Shells where you play as Kibo Wave, a transgender catboy fighting hordes of monsters and aliens to unlock others ROOMS.

There are also weird random cards, combo abilities, dash attacks, dynamite, alien bosses, and an eternal loop system where eventually you have to face Boki, Kibo's clone from the future. I develop the game as a solo dev using GDevelop, and a lot of my development has been done directly on an Android phone. It's definitely been a weird way to make a game, but I've learned a lot from it.

Steam page / wishlist: https://store.steampowered.com/app/4520420/Starfish_ROOM_WELCOME_TO_LOOP_ETERNAL/

View original on lemmy.world
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indiegaming·Indie GamingbyFortisq

I built a tiny browser MMO and could use a few patient humans to playtest it

Hey! I’m Fortisq, the solo developer of Bitiverse.

It’s a small, free, persistent browser MMORPG that has somehow grown far beyond my original sensible plans. You can fight monsters, gather resources, craft equipment, trade, join guilds, build a permanent homestead and eventually excavate a personal dungeon beneath your house.

The game is fully playable, but I know it’s rough in places. Some systems are surprisingly deep; other parts may be held together by one pixel and a nervous goblin.

I’m not going to promise that Bitiverse will become your new forever MMO. I’d just love a few patient players to wander in, try it honestly and tell me where they become confused, bored, stuck or unexpectedly entertained.

There’s no download or mandatory account wall. Press Play, make a guest character and only create an account later if you decide the little fellow is worth keeping.

https://fortisq.itch.io/bitiverse

If you try it, even ten honest minutes and one useful observation would mean a lot. If you build a house, tell me where, I enjoy watching actual neighborhoods appear in this ridiculous little world.

View original on lemmy.world
55

Would recognizing the streets change how you play a survival game?

I'm building ALIS, an early single-player UE5 survival prototype around a reconstructed real-world city location.

The question I want to test is whether familiarity with the place changes a player's decisions and sense of risk, instead of being only scenery. The current public release is an early Windows prototype, not a finished game.

Project context and ways to follow or take part: https://fall.is/community/

Would you prefer survival in a recognizable real place or in a completely fictional map—and what would the setting need to affect before it mattered to you?

View original on programming.dev
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[Free playtest][Minecraft Java] Found a kingdom and shape an alpha world

I am looking for up to three founding testers for Neviroth, a live private Minecraft Java land-claim survival alpha. To be transparent, this is an independently run multiplayer project built on Minecraft rather than a standalone game. Players need to own Minecraft Java; alpha access itself is free.

The first players will have unusual influence because the world is still unwritten. They can found its first kingdoms, name places, build roads and landmarks, establish traditions and rivalries, and create the history later players inherit. Their feedback can directly change claims, economy, progression, events, and community rules before public launch.

This is real early testing, so expect bugs, balance changes, restarts or rollbacks, and requests for clear feedback. Access is not instant: every one-minute application is reviewed manually. There is no fixed weekly schedule; accepted players can join whenever they are available.

See the actual alpha-world map and apply for one of the three openings: https://neviroth.net/community/alpha/apply?src=lemmy_indiegaming&campaign=alpha-social&ref=e5892749f2e8&content=indie-gaming-founding-playtest

[Free playtest][Minecraft Java] Found a kingdom and shape an alpha worldhttps://neviroth.net/community/alpha/apply?src=lemmy_indiegaming&campaign=alpha-social&ref=e5892749f2e8&content=indie-gaming-founding-playtestOpen linkView original on neviroth.net
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indiegaming·Indie Gamingbysingledaisy

I made Helicopter Escape – a directional puzzle game where you clear helipads without mid-air collisions! Would love your feedback.

Hey indie gaming folks! 🖐️ Following the super helpful feedback I got from this community on my previous game (Arrow Escape), I just released a brand new directional challenge: Helicopter Escape!

Instead of arrows or cars, you're now clearing a congested helipad. The goal is to strategically tap helicopters to launch them safely into the sky without overlapping rotors or causing mid-air collisions. 🚁💥

It’s completely free, instant-play in your browser (no downloads or sign-ups), and designed for a chill, ad-free experience. 🧠✨

I'm currently optimizing mobile touch hitboxes and viewport scaling—I would love your honest feedback on visual clarity and difficulty scaling! Feel free to test out this new puzzle game on your device and let me know your thoughts! 🚀

View original on lemmy.world
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indiegaming·Indie Gamingbysingledaisy

[Web/Free] I made a relaxing Traffic Escape puzzle game where you untangle gridlocked cars without crashing! Would love your feedback.

Hey indie gaming folks! 🖐️ Following the amazing feedback on my free online arrow escape game, I just released a brand new directional puzzle: Traffic Escape!

In this new game, you strategically tap gridlocked cars to clear a chaotic parking lot without crashing. It's completely free, instant-play in your browser (no downloads/sign-ups), and designed for a chill, satisfying spatial brain workout. 🧠✨

I'm currently fine-tuning mobile touch hitboxes and viewport scaling—I would love your honest feedback on how the controls and difficulty curve feel on your specific device! Try it out and let me know your thoughts! 🚗🚀

View original on lemmy.world
-10
indiegaming·Indie Gamingbysingledaisy

I built a minimalist arrow escape puzzle game to help unwind during short breaks. Free, no ads or sign-ups. Would love your feedback!

Hi everyone,

I'm an indie creator who really enjoys clean, minimalist logic puzzles. Lately, I felt that too many web and mobile games are overcrowded with pop-ups, forced daily sign-ins, and overwhelming visual clutter.

I wanted to build something extremely simple: a game you can fire up in your browser instantly, test your spatial logic for 5 or 10 minutes, and feel that satisfying "click" when a grid clears.

So, I created this free online arrow escape game.

What it's all about:

  • 100% Browser-based: No downloads, no account registrations needed.
  • Pure Spatial Logic: Focused entirely on path-finding and grid clearing.
  • Zero Distractions: Designed specifically for a quick, calming mental break during work or study.

I am currently trying to polish the level design and difficulty curve. I would really appreciate any feedback from fellow puzzle enthusiasts here!

Did you find the mechanics intuitive? How does the touch/click controls feel on your device? Thanks for checking it out!

View original on lemmy.world

I'm Building Games That Don't Treat You Like a Wallet

I got into making games because I love games. Not because I see players as a balance sheet to drain. But somewhere along the way a lot of the industry stopped shipping things you finish and started shipping things designed to hook you, time you, and quietly bleed your wallet on a Tuesday night.

Loot boxes that are just slot machines with extra steps. Countdown timers built to make you panic-buy. Hyped-up trailers covering for a launch that's broken or empty. Full price games that still nickel-and-dime you for the fun parts. That's not design, that's a casino wearing a costume.

To be clear, I'm not mad at charging money. I sell my own game, and there are optional purchases that keep the servers on and pay the people building it. Charging a fair price for real work is honest. Engineering addiction and hiding a hollow product behind a flashy trailer is not. There's a line, and a lot of people sprinted past it.

So here's my flag in the ground. Fair price. Finished game. No psychological traps, no dishonest hype. You buy it, you own it, you actually have fun. That used to be the baseline. I want to make it the baseline again.

View original on lemmy.world
-11

Players, Not Wallets

Somewhere in a glass tower, a meeting happened. The question on the slide wasn't "is this game fun." It was "how do we get them to spend again before they notice they stopped having fun." That's the part that gets me.

I'm not against paying for games. I sell mine for less than a lunch, with a few optional extras that keep the servers on and let me keep doing this. That's a fair trade. You give me a little, I give you a whole world and I don't pick your pocket while you're standing in it.

What I'm against is the slot machine wearing a game's skin. The blinking timers built to make you anxious. The fun locked behind a wall so you'll pay to feel something. The hyped launch that ships broken because the marketing already cashed the check. Designing a game to drain you instead of delight you is a choice, and a lot of big teams keep choosing it.

So here's where I plant my flag. I'd rather make a smaller, honest thing that respects your time and your wallet than a shiny machine engineered to bleed you slow. If you're tired of being treated like a balance instead of a player, good. Come build the other timeline with me. We're still out here, and we're not selling you back the joy.

View original on lemmy.world
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