
Game category
Action & arcade
Fast movement, combat and arcade-style play.
Getting into the sharing progress phase now as I'm moving towards getting a playtest up and running. If you want to follow along here's the Steam Page: https://store.steampowered.com/app/5164060/Servo_The_Wildguard/
Servo the Wildguard is a love letter to the mech gameplay in Sonic Adventure. The Zones are mini open worlds where you need to tackle objectives and get out as fast as you can.
Rack up combos, collect shards, work on clear speed.
Been building this game solo for a while - party game where one button triggers a random event every round. Last playtest, someone pressed it thinking they'd get something mild. Instead a tornado spawned and just... redistributed the entire lobby across the map.
That's basically the whole game in one sentence - 17+ random events, you never know which one's coming, last player standing wins. Rounds are short, nobody needs a tutorial, chaos does the explaining.
What's the most chaotic thing that's ever happened to your friend group in a co-op game?
We’ve been working on DiffMaze, a small indie maze game for Android and iOS.
The idea is pretty simple: you have to escape the maze while dealing with different monsters that behave differently. Some chase you, some can see you through the maze, and some give you very little room for mistakes.
The maze itself is also procedurally generated, so each run can feel different.
We’ve been trying to keep the controls simple while making the actual escape challenging. Runs are fairly short too, so you can jump back in for another attempt after dying.
We’d love to hear what you think if you give it a try, especially which part of the gameplay feels fun or frustrating.
Google Play: https://play.google.com/store/apps=com.diffmaze.diffmaze
App Store: https://apps.apple.com/app/id6804687701
We’re still actively developing it, so feedback is genuinely useful.
I always wanted to make a cute, colorful, and modern take on the 1984 arcade classic Balloon Fight, so here we are! I'm developing Bouncy Balloonist: a balloon-popping 2D Arena Platformer.
Some notable features
- Endless levels - How high will you score?
- Procedurally generated levels - No two runs will be the same!
- 100% hand-drawn, human-made 2D artwork and animations
- 4 unique environments - You just saw the first one: Midori Meadows
- Increasing difficulty - 16 levels per loop, each loop ups the ante!
Interested? The Steam page is currently in the review process, but in the meantime, you can follow my socials and join my Discord server to stay updated and be the first to wishlist! Links can be found in my bio.
Kitty and Puppy are safe. Getting Fishy home is going to take a little more work.
Robot Wants Fishy is the toughest, most hardcore of the four original Robot Wants games: a metroidvania with six interconnected levels, dry caverns, and underwater passages. New abilities will get you past old dead ends, but having the right upgrade is only half the job. You still have to make the jumps, survive the fights, and work out where to go next.
I rebuilt Mike Hommel’s 2010 Flash game as an independent browser remaster with his permission, preserving the original design, artwork, and music.
My challenge: forget the leaderboard on your first attempt. Can you make it all the way to Fishy? Once you have rescued him, come back and see how much time you can shave off your run.
If you played Kitty or Puppy, I would love to hear how this one compares.

Over the past few months, I’ve been working on ZEPDROP whenever I could find time between my other projects.
The motivation was pretty simple: I wanted an experience similar to batle royale that I could play on my Mac. That became a browser-based, single-player battle royale with its own low-poly style.
You drop from a zeppelin, loot weapons, and try to outlast 89 bots as the safe zone shrinks. The island also has vehicles, different biomes, and three bosses with their own locations, minions, and medallions. No building mechanics.
I used AI throughout development. The assets are a mix of purchased packs made by human artists, AI-generated assets, and custom work. It isn’t an entirely AI-generated game.
It’s still in development, and there are definitely rough edges. Bot behavior, combat feel, vehicle handling, and performance have all needed plenty of iteration.
I hope I’ve managed to capture some of the experience I was looking for. If you give it a try, I’d love to hear what works, what doesn’t, and what you’d change. Bugs, confusing moments, and suggestions are all welcome.
Play: https://catchy.games/game/zepdrop/
Free to play in your browser. Desktop, keyboard and mouse required.

Hi all,
I am developing a game for fun using my own custom game engine (C++ and OpenGL).
I have been working on this game (and the engine) for 4 years now. I'm a French software engineer working for an American company, so this project is not a full-time job. I can only work on it during my free time after work or on weekends.
I am not doing this for money, I just want people to play my game and enjoy it when it's ready. I think I still have about one year of development left to get a fully playable game that I can share. The engine and performances are now in a very good state.
What I really need to know from you guys is if it is worth finalizing. I am the only one who has ever tested the game, so I don't know if it's genuinely fun or if the graphics are good enough for people to enjoy.
I'm asking myself this because nowadays, with generative AI, it feels like anyone can create something similar very easily (game engines, pixel art, sound design, etc.). Every time I sit down to work on itafter work, I wonder if it's worth continuing.
I've made a short YouTube video with some gameplay. Everything is a work in progress, but I would love to know if what I did is worth pursing:
https://www.youtube.com/watch?v=ayDA0eYGTPc
- Engine: Custom-built with C++ and OpenGL
- Pixel art: Made with Piskel
- Sound design: Made with sfxr.me
- Music: Creative Commons & AI placeholders
Captured on: AMD Ryzen 5 7640U, AMD Radeon 760M, 16 GB RAM
Disclaimer: All AI content (music only—NO code, sound effects, or pixel art are AI-generated) consists of PLACEHOLDERS only and will be replaced by music made by humans. For now, I cannot afford to hire a composer, so I am using AI temporarily.
Thanks to anyone who takes the time to watch the video. If even just one person watches it and gives feedback, it will mean the world to me.

Hey everyone! After a long stretch of work I finally released my game, Powder & Penance, on itch.io.
It's a top-down pixel-art action game. You're a convict thrown clear when your prison wagon is attacked on the road to the Abbey, and you fight your way through orchards, swamps, tallow works and a cathedral full of things made of wax.
What's in it:
- Melee and black-powder weapons (swords, greataxes, flintlocks, a blunderbuss) that you have to reload by hand
- Five bosses, most with a second phase
- Shrines to rest at, healing phials, and a "guttered candle" that holds everything you had when you died
- Powder kegs that blow up enemies (and you)
It's built with Phaser 3 and TypeScript and packaged with Electron for Windows, Mac and Linux.
I'd really love feedback, especially on how the combat feels and whether the bosses are fair or frustrating. Brutal honesty welcome.
Some gameplays: https://imgur.com/a/0w62pxi
https://imgur.com/a/Q2Bfoq7
https://imgur.com/a/iHMO2Ep
Play it on itch!
Thanks for looking!
2 mediaAs we were getting ready press publish demo on steam, we stumbled upon some old screenshots. When you work so much and you are consumed by it, you can often forgot what was there in the beginning.
3 mediaI've added a Game Boy to my 90s space block-breaking ball-shooter, Break the Planet, with a simple version of Breakout.
Argo is a brand name used throughout my game
Hello everyone,
It's been quite a while since I've posted footage of my game HYPERBOUNCE on reddit but here's the current look of my levels.
I've added walls to some levels and it took WAY longer than expected to make them. This is due to the old behavior code of my enemies, they used to crash into walls all the time. I learned to use the NavigationAgent node and it was so much more easier. I love how some nodes in godot just do a huge part of the work for you, it saves solo-devs so much time. Thanks Godot!
Here's the link to HYPERBOUNCE's itch page, it is still in work but I've added new levels yesterday, there are six of them. The game is very easy to play and to learn (you just have to hit that damn ball) so I would love to have more playtesters. The game is playable on Windows and Linux, and it shouldn't be too hard to run it.
If you try out HYPERBOUNCE, I would love to have detailed feedback on the game, especially on the difficulty on the game. I have trouble knowing if my game is "fun difficult" or "frustrating difficult".
I also made a discord server for those who'd like to follow the development of HYPERBOUNCE, feel free to join!
Anyway, I hope everyone's doing great and making cool games. Have a nice week!
Hey everyone! I'm looking for testers for my upcoming game on googleplay.
everyone will be rewarded with a discord role and a special skin inside the game once the game is live.
I also do test for test, so you can join my test and i will join yours, I can test from tablet and mobile phone.
You can report inside the game as we do have a webhook that sends us the screenshot and all the relative data regarding bug/crashes.
if you're interested in any of your project or want to see what the game is about please visit our website: https://zexp.dev/
Link to the google group: https://groups.google.com/u/1/g/nonnasaidrun-testers
Link to join on Android: https://play.google.com/store/apps/details?id=com.zexp.nsr
Link to join on Web: https://play.google.com/apps/testing/com.zexp.nsr

After losing my AAA job, I've been head down working on this semi-solo (spot help here and there) trying to grow this with enough traction to revisit investor/publisher conversations to grow a midscope AA studio.
I'm a 19 year Unreal Engine dev and it's my 18th UE project. I've worked on every genre, size, etc. of game and I've always loved co-op as a player.
Twin Hooks is a street martial arts-themed co-op beat 'em up with a 90's/TMNT kinda vibe. The demo has 3 missions with a cozy/casual activity-driven day time mission; a combat-driven night mission in the city and a replayable warehouse raid with loot rooms. It all scales and is playable to level 50.
We're hoping to grow wishlists/strong playtime data to take back to our fundraising efforts. What a crazy time.

I’m making an RPG inspired by my favorite games, with a twist in combat because it’s now rythm based. The demo will be online soon!
Hey everyone!
Here is a quick showcase of the weapon mechanics and gameplay from my upcoming 3D survival horror game built with Godot 4.
I’ve also composed an original track playing in the background:
- Track: "Running From the Hell of Life" (Action / combat theme)
(Note: Please turn up the volume a bit for the best audio experience!)
Quick Note: The music track is created specifically for this game and is not free for commercial or personal use in other projects. Thanks for understanding!
I’d love to get your feedback:
- Which weapon's functionality/mechanics did you like the most?
- How do the weapon mechanics and movement feel?
- What kind of story or emotions does this title and track evoke while watching the gameplay?
Any feedback on the combat atmosphere or sound mix is greatly appreciated!

I severely underestimated how many art assets are needed for the Steam page, but my game Postal Bots is finally up!
My cat is pleased with this development

Have you ever wondered what it takes to build a meta progression system for a roguelite?
I hadn't, but I just found out the hard way, as I just finished adding one to my game.
Short summary of what it needed:
- Track all relevant statistics in the game (monsters destroyed, survive time per map, total survive time, arrow bounces...)
- Add the functions that increase the tracked stats to everywhere in the codebase
- Design somewhat fitting challenges for each unlock
- Logic to check if the unlock is still in challenge phase, available to buy phase, or owned
- 3 UI's (Unlock Menu, All Time Stats Menu, Game Over View) <- This was tedious
- Unlock cards to support mentioned 3 phases, Same for the buy/claim section
- Check what the player owns at start of round & hero/map selection
- Check what the player unlocked during a round to show them in Game Over View
The nodes Godot provides helped tremendously (MarginContainer, PanelContainer, FlowContainer, GridContainer, H/VBoxContainers for the win).
Last year I was still trying to write UI layout code by hand, imagine I implemented this like that!
Check the game out on Steam: https://store.steampowered.com/app/5066610/Villages_on_Wheels
I've been working in Godot for about 8 years now and I think it's finally time I release my first game. If anyone is interested the demo is out on itch. Would appreciate any kind of feedback. Still waiting on Steam to approve everything so I can open a store page and publish the demo there as well.
Just to be clear, I did not get fired because of using AI in my work, I was even encouraged to use it, I got fired because the company decided to allocate more resources into their own AI development which I was not a part of, also no hard feelings there, it's just business, what can you do
2 media
Yes, yes…it’s not a big deal…600 wishlists sounds like a joke but to us it was very important to go beyond 500 not to feel we failed.
This is our first game as Dad and Son games, after three years of starting different projects that led to nowhere. Now this game is about to be finished and we can’t be more proud of it.
We invite you to take a look at the visual mayhem that we offer you in the game. And this is just only one of 16 levels!
The free demo of Geometry Rift: Apocalypse is live on Steam: store.steampowered.com/app/4701970
#GeometryRiftApocalypse #BulletHeaven #Roguelite #IndieGame #SteamDemo
Join our discord: https://discord.gg/FUPSpyk2KP
So i made a post a while back revealing the alpha build of my game, you could basically hear the crickets, and I know the AI gen placeholder graphics makes people just skip over things so no one really gave it a chance, but im really trying to make my game not some AI generated slop. Its definitely still not final, but I have just got all my systems I had working with the 2d prototype in 3d with some extra flare thrown in. Still got a ton of work to do on the game, I am getting some friends that work in the 3d animation industry to help me out with modeling and animations soon, so hopefully it will really start coming together 🙏
Let me know what you think of the new paint! (Its my first game, be gentle)

All destructible objects have durability that decreases when they receive any impact
Long Haul is a Unity driving prototype I’m building with Codex. Combat XP takes the truck from LV 3 to LV 4 and triggers Explosive Rounds II, just as the hull becomes critical. Prototype gameplay recorded with capture autopilot.
Did you notice the upgrade before reading this, or did the fight hide it?
I'm working on a 3D arena fighter inspired by Smash Bros, Splatoon and 3D Mario games!
The characters are called Ploufs, and they're filled with ink. When you get hit, you lose some, and the less you have, the farther you fly. You can get it back by standing on your own colour.
Next, I want to add new weapons and more ink mechanics. I'm aiming for a free Steam demo in early 2027, and I post updates on my YouTube if you want to follow along :)



























