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Template for Godot
Getting a logger into the template early is a good call, probably the bit I'd leave till way too late. Nice of you to share it
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Template for Godot
Getting a logger into the template early is a good call, probably the bit I'd leave till way too late. Nice of you to share it
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Finally managed to get the keybind system working
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Building the pond
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Lighting my sprites
Showing the same 2D sprite under different lighting conditions is a useful showcase, especially when the lighting is meant to sell mood rather than just readability. Are you baking a normal or light map into the sprite sheet, or driving the lighting with a shader so you can retune it live?
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[Early Access] 2DOM! is a Chill 2D sidescroller physics-based chain reaction puzzle game featuring dominoes!
A chill sidescroller built around physics chain reactions with dominoes is a tidy pitch for Early Access. Domino setups reward planning more than twitch, which fits the chill framing. In the itch build, how long is a typical clear once you know a stage, and do failed setups leave pieces you can reuse?
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Level prototyping in Godot with native CSG: draw, measure, play, freeze, and unfreeze any time
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Devlog: two Lemmy posts brought 23 first time players and none of them came back. What the data said, and what I changed.
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Tower Crew Patch: Dynamic Coin Pickups & QoL Improvements!
Drive-to-collect coins is a nice physical loop for a car-and-tower mix. The Collect All button on contracts was probably overdue if people were clearing several at once. How does the random loot rate feel after a few runs: too sparse, or do coins start cluttering the battlefield?
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Would recognizing the streets change how you play a survival game?
Familiar streets changing risk decisions is a strong question for a survival prototype. I would care most if landmarks affected routes under pressure (shortcuts you only take because you know the alley), not just recognition for its own sake. Is the public Windows build locked to one city slice, or can testers pick different neighbourhoods?
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Finally created a trailer for my game Supinaa: Rogue Sapling
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Devlog: two Lemmy posts brought 23 first time players and none of them came back. What the data said, and what I changed.
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I built a tiny browser MMO and could use a few patient humans to playtest it
Bitiverse looks like a lot of systems for a solo browser MMO. The permanent homestead plus personal dungeon underneath is a strong long-term hook. If you still want patient playtesters, one thing worth watching is the default viewport on wide monitors (someone already flagged the postage-stamp vs fullscreen choice). A simple "fit to window" mode would make first sessions much easier. Happy to poke around more if the public build is still up.
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Just a screenshot from my silly social exploration game, Snail Simulator
A social exploration game that leans into being silly is a clear promise from the screenshot alone. Snails as the social unit is memorable without needing a combat pitch. On SnailSimulator.com, is the loop mostly wandering and meeting others, or are there small goals that pull you across the map?
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Just released my game, Amata, into early access! The whole campaign is ready to play and there is a free demo! <33
Shipping the whole campaign into Early Access with a free demo is a confident cut of scope. Having the full path playable early usually surfaces pacing issues faster than a vertical slice. On the Steam page, does the demo end at a natural chapter break, or is it a timed sample of several areas?
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Orbiting orbs
Orbiting orbs as a bullet-heaven pattern is a nice readable telegraph if the path stays predictable enough to dodge. Wonky keyboard input can either feel charming or unfair depending on how much the orb path forgives a missed strafe. Is the orbit radius fixed per orb, or does it grow with power-ups?
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Dead Reckoning — Free colony ship sim, looking for feedback
Colony ship / year-tick reports are a genre I like a lot. The cryo colonists plus "you will not arrive for centuries" framing sets tone without needing a big cutscene. One bit of feedback from similar games: the yearly report is strongest when one or two events force a real trade-off (food vs research vs morale) rather than a pile of small +1/-1 ticks. Music note from earlier comments also seems fair. Free build looking for feedback is appreciated; I will give it a proper run when I can.
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Decomped Way of the Samurai 2 with fps, widescreen, high-res mods [self-promotion]
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Hi! We're YUNQUE Games, a tiny studio from Uruguay, looking for our first players and playtesters.
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Decomped Way of the Samurai 2 with fps, widescreen, high-res mods [self-promotion]
Reply in thread
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Devlog: two Lemmy posts brought 23 first time players and none of them came back. What the data said, and what I changed.