I'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
Game category
Fast movement, combat and arcade-style play.
I'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:
(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:
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:
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
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
Farax vs Defender in WARGUL. Level 4, regular combat values, original game audio. A development test from my Godot arena prototype; behaviour and balance are still being refined.
#WARGUL #Godot #GameDev
New major update for my game! Here’s the list of additions! I listened to the players! 🌟
See the additions here:
#IndieGame #IndieDev #Steam #GameDev #IndieGames #Gaming https://t.co/c40yLHyCAW
After 41 minuts on ultra code it now have a game demo for me,
Gonna upload video of result a bit later.
#Opus5 #Claude #Gamedev https://t.co/zxPNfUmK5Q
2 mediaNo one can convince me that making trailers isn’t harder than making the actual game.
Anyway, here’s something I put together to announce that the JUST PRESS SPACE demo is dropping October 8th!
Wishlist JUST PRESS SPACE on Steam
#IndieDev #IndieGame #GameDev #SteamNextFest https://t.co/o3E1s0LaYw
LOOK AT MY GAME! ⚔️⛩️
please :) https://t.co/5IQo4F1Ho3
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)

LOOK AT MY GAME!
please :) https://t.co/3px3HaKSXw
LOOK AT MY GAME!
17 seconds of combat from our game ⚔️ #indiegame #gamedev https://t.co/x3nDYklN5J
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?
Ninefir: The Black Book has changed a lot since my last devlog earlier this month.
In this video, I’m showing the current state of the game in late September 2026, including new mechanics, spells, visual improvements, combat changes and many of the smaller systems I’ve been building and refining over the past few weeks.
Ninefir is a solo-developed action RPG set in an ancient world filled with creatures, magic, exploration and secrets. The project combines real-time combat, creature taming, companions, character builds, equipment, quests and hundreds of creatures and items.
The game is still in early development, so almost everything you see here is subject to change. I’m constantly experimenting, rebuilding systems and figuring out what Ninefir should become.
This is where the game stands right now.
Thanks for watching and following the journey.
3 mediaI'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 :)
A co-op action-adventure inspired by Magicka, I might have bit more than I could chew..
CodeMonkey once recommended I should move from pvp to co-op pve and so I did.
I've first added pvp gamemodes like 1v1 and 1v1v1v1, then started working on a co-op pve campaign and it required so much work just for a few minutes of gameplay... xD
I still was able to finish the story but the campaign is pretty short..
I don't think I'll ever try to make a story campaign again.. I feel like it's just too much work for a solo dev.
Especially the level design part..
I really fked up the steam part, launched the page when I didn't have anything good to show so I've wasted the steam page, I've launched a demo when the game was not in a good state so I've wasted the steam fest... and the demo page launch.. xD
The game tutorial is extremely important, at first I made the mistake of having a text dump, people would just close it instantly, so I made it a video dump, people will close it instantly, so I removed the ability to close the window until the video was done, people would spend the entire time trying to close the window and wouldn't pay any attention to the video :))))
Then I've implemented a special mission to slowly show players how the game is played, I was introducing new mechanics slowly and letting the players familiarize themselves with it first until introducing the next one and that worked.
But I've been told it was too long..
So the tutorial is extremely important, without it people would just close the tutorial menu and walk aimlessly around for 5 minutes until they closed the game.
And also making trailers is hard I think I re-made it like 10 times.
Multiplayer is pretty hard to work with I think I will have nightmares with "null reference exception" caused by the server/client knowing something the other one does not or just ping.
Though I think all my games from now on will be co-op multiplayer cuz, it just makes the game more fun, everything is more fun with friends so I think it's worth it, I've also got pretty familiar with how to avoid some problems but i still hit a null reference exception from time to time.
I've used Unity of course and mirror networking, fizzysteamworks transport for multiplayer, blender for 3d art and animation, audacity for audio, and photoshop for icons.
Also made use of some free 3d asset packs like foliage and building to speed up the process cuz I struggle at making those, and some free icons.
Steam, no ai use, except a free spell checker to correct my grammar mistakes that I thing it might have used AI for spell check.
store.steampowered.com/app/3018340/Elementers/
#exit665 #gamedev We have it now so the player can block with multiple characters, allowing for much more advanced enemy attacks
gameplay demo coming soon https://t.co/CG768BDB4X
New weapon system. Weapons can now have alternative fire modes, like the pistol's three round burst. Also makes adding weapons to NPCs much easier. Slapped a shotgun on one of the troopers. Thought it was time for some gameplay instead of modeling #GameDev #Unity3d #MadeWithUnity https://t.co/d6c59VDgm7
Reason #67 to play co-op with someone unhinged: Tag who you're gonna try the demo with Sept. 28th #indiegame #coopgame #indiedev #twinhooks #ue5 https://t.co/i3aa5Mpo0q
Just a gameplay of my game, nothing else🦇 https://t.co/avR5GfwCWj
20 seconds of pure gameplay from our game. #gamedev #roguelite #indiegame https://t.co/jMjFNTm4Ss
Just a little over a month until the release of my game, Emojis vs. Zombies: October 28 2026
#gamedev #indiegame https://t.co/zJMsSg80Oj
@3rdEchoSounds Hey, perfect timing for #DemoMonday, I just released a demo for my game, Ectorider.
It's a faced-paced 3D platformer shooter where you use electromagnetic powers to go full speed!
Try it on Steam: https://t.co/pR7Tc2bxLJ
Here's a clip of what you can find in the demo: https://t.co/WoOA4PSXEr