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Reddit posts

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Intrepid-Passage9274Reddit · Sep 30, 2026

Hi!

We've made a little casual game for this year's Falling Block Jam called Poppodo. We think it turned out great, had a lot of fun developing it, and even more playing it!

If you have an iPhone or iPad, you can join beta here: https://testflight.apple.com/join/aDfqCjPP

It's also available on itch (the web build works great on mobile too): https://shipgodot.itch.io/poppodo

RedditMobile#204
Puzzle & logic
Source
penneydudeReddit · Sep 30, 2026

My friend and I have been working on this game for a little over 3 years now and we're getting pretty close to release, it's called Night Machine.

Your ship prints cards out at you, and you feed them back into an onboard computer to charge your weapons, repair your armor, cloak, slow down time, edit other cards, etc.

Happy to answer any questions! I made the music myself too, also glad to talk about that.

DesalichaoStudioReddit · Sep 30, 2026

Hey everyone, we’re Desalichao Studio, the team behind Candletales (the game you just saw).

Like many of you, we absolutely love D&D, but waiting around between turns can kill the momentum. We wanted to fix that. The result is a tactical roguelike with no pauses and no turns, just real-time dice mechanics, high-risk decisions, and endless procedural worlds full of enemies, traders, and goblins.

travis_the_makerReddit · Sep 30, 2026

I started building this game not sure how I wanted to incorporate sound. I had this moment of flashback to a kid of spending hours playing with little music making web apps. I decided to try and turn each world/board into a musical instrument.

Aiming to launch at Steam Nextfest for those interested https://store.steampowered.com/app/5034650/Blockmosis/

KozlofReddit · Sep 30, 2026

Playable Link: scrimtera.com

Platform: Any web browser on any device

Description:

Pachisi Reimagined is a skill-based, tactical strategy board game, with fantasy themes.

It contains unique mechanics that are not seen in any other Pachisi / Ludo style game on the market.

Classic Ludo / Pachisi is heavily reliant on luck. Which is not the case here, you have full control of how you use your rolls, full control of your pieces, and you can move forward and backwards!

There are 2 game mode, Journey and Brawl, Journey is 30 minutes, Brawl is 10 minutes. Both are score based game mode.

Let me know what you think. The game is in public beta, but it is stable. If you encounter any problems or have any critiques, please let me know. Enjoy!

Free to Play Status:

  • [X] Free to play
  • [ ] Demo/Key available
  • [ ] Paid (Allowed only on Tuesdays with [TT] in the title)

Involvement: I am the solo developer

PlayingitwrongReddit · Sep 30, 2026

Hey all, so my game studio just pushed a new game prototype to Itch today. Its a simple turn based tactics game with squad combat and a chef theme!

https://biscuitfactorygames.itch.io/fromagefray

The itch version has singleplayer and online multiplayer with private and public lobbies. We've been noodling on this for a while now and we'd love to get some feedback from folks!

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Reddit#193
Strategy & tactics
Source
LemurTangoGamesReddit · Sep 30, 2026

Sheepscape is a small, focused farming sim about one animal 🐑. The herding is a real flocking simulation, so when you send the dog out the sheep break and flow as a group, and you have to work out which side to push them from. Then it's shearing by hand, selling the wool by grade, and breeding lambs whose quality comes from both parents, so a good tup lifts the whole flock.

The demo is the opening of the game: a Welsh smallholding, five sheep and about an hour, and it ends when you earn the deed to your next farm. The full release is 5 November.

Thanks to everyone who wishlisted it after the announce post here in July. Onwards to release 🤩 Happy to answer anything about the flocking or making it solo.

Steam 🎮: https://store.steampowered.com/app/4714850/Sheepscape/?utm_source=reddit&utm_medium=social&utm_campaign=demo&utm_content=indiegaming

wolfbaruReddit · Sep 30, 2026

It's been a while since I have gotten to play around in AR. I forgot how much fun it is to test different hand tracking controls, and invent new ways to interact with a virtual world.

It's a base defense game with mining and tower defense elements. Mine the ground around your base for resources to bolster your defenses and survive increasing waves of enemies. I wanted to see what's possible when rapid prototyping with AI, so I vibe coded this up with in Godot with Claude in an evening.

Reddit#190
Strategy & tactics
Source
HoneyHoundGamesReddit · Sep 30, 2026

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.

No-Effective579Reddit · Sep 30, 2026

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?

Reddit#188
Action & arcadeParty & social
Source
BucketHatCatGamesReddit · Sep 30, 2026

Hello! My girlfriend and I created a bittersweet story in which, on Halloween night, the witch Sova is visited by her lost cat, Moon. But Moon returns as a ghost and can't remember much of her life.

To help Moon remember their shared past, Sova casts a spell to print their memories. The spell goes wrong, and some of the memories are printed as stickers.

You can choose from several stickers and match them to the photos to create different versions of their memories!

Features:

⭐ 15 photos with 14 stickers to play around with

⭐ Different outcomes – each sticker leads to a different variation of a memory 

⭐ Gameplay lasting from 20 to 40 minutes

⭐ One ending. Because everyone has to say goodbye someday

⭐ Everyday cat experiences, but with a spooky twist!

You can play it here: Moon Comes to Say Goodbye

Let us know what you think in the Itch.io comments or here. We value your feedback and will consider it when making future improvements to the game!

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kaisle51Reddit · Sep 30, 2026

After a couple attempts at making a game in Godot and getting overwhelmed by my own scope, I scaled down and built this game with GB Studio over the last 4 months. This is the little (rather amateur) trailer for the game.

If you're familiar with Yacht or Yahtzee, you roll 5 dice and try to score 13 different dice combinations over 13 turns. In Super Slotzee, there's also a slot machine spinning with each dice roll. Similar to the dice, you can hold slots - matching 3 slots earns you bonuses for the current turn. Slot bonuses include doubling scores and adding an extra roll to your turn.

In addition to that, matching 3 tokens on the slots earns you the chance to play minigames. These games will reward you slot tokens, which can be spent on the turn of your choice to enhance your turns. Examples of slot tokens include Wild token (changes a die to wild for a turn), Eraser token (lets you erase a score you've already filled out), Heavy token (dice only roll 4-5-6 for a turn).

I appreciate anyone who checks it out! Thanks for your time.

Trailer on YouTube

VadeumReddit · Sep 30, 2026

Hey everyone! Last year I started prototyping small games in Godot, and this is the one that seemed to have the most potential.

I ended up posting an early version on Itch.io in May and it took off, getting almost 50,000 plays. Four months later, and my game finally has an announcement trailer!

It's an incremental RPG about becoming as legendary as possible before you die of old age. You plan your days, fight hordes in idle combat, and uncover secrets in the world. When you get too old for adventure, you'll retire, with your deeds reshaping the world the next run inherits. For example, if you spare a goblin in one life, you may meet them as a trader in the next.

You can check out the Steam page here: https://store.steampowered.com/app/4512440/Legendum/

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diffmazeReddit · Sep 30, 2026

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.

RedditMobile#182
Adventure & explorationAction & arcade
Source
mefilasReddit · Sep 30, 2026

After 3 years of working alone without any help from AI I finally released my game TRUDGE this month. Some players said it's too niche. , no rewards, no flashy actions. It moves slowly. The experience feels more like struggle. I keep wondering whether I should try to find niches or if I should go back and work on more familiar game ideas that people already enjoy. Is it better to stay true to what I built or to change and make things more accessible?

Available on Steam & itch․io

https://store.steampowered.com/app/4797280/TRUDGE/

https://fhgamestrudge.itch.io/trudge

Fragrant-Instance263Reddit · Sep 30, 2026

Log Drop is a 2D physics automation incremental game with one noble goal: get more logs into the earth's core than is physically reasonable. Chop trees, build a contraption and feed the core. Every zone is its own puzzle, and the core doesn't care how the logs get there. The free demo has 5 zones plus a bonus zone - Hope you like it!

Reddit#180
Building & simulationIdle & incrementalPuzzle & logic
Source
Inner-Core-StudiosReddit · Sep 30, 2026

Hi all! This is Tiny Airline, a calm route building game on a tabletop version of the real world map.

Airports open at real cities, and passengers show up as shapes that want to fly to an airport with the same shape. You draw routes, add planes and try to keep every airport from getting too crowded.
The game features:

  • 10 regions and more than 400 real airports, all over the world
  • Real distances: every plane has a range, and oceans need long-haul permits
  • A passport with stamps of every country your passengers land in
  • A weekly early aviation challenge with vintage planes on an old paper map
  • Windows, Mac and Linux,
  • 10 languages support

The steam page just went live, and a free demo is on the way. If it looks like your kind of game, a wishlist would be awesome: Tiny Airline - Steam Page

Happy to answer any questions and receive any feedback!

Reddit#177
Strategy & tacticsBuilding & simulation
Source
stonekeepReddit · Sep 30, 2026

Hey everyone,

One of the Fields (levels) in my game (Coup de Grass) has a mechanic where "Overgrowth" occasionally takes over buildings and stops them from working. Then you have to cut it down before the building can operate again (and you get a bunch of rewards for doing it).

I've spent quite a lot of time tuning how it looks and sounds, but I feel like there's still something missing in there. That's why I wanted to ask you whether you have any feedback or suggestions.

Overgrowth uses Path3D/Curve3D routes with procedurally generated, simple geometry for the "vines" and "thorns". Then the growth/swing animations are done with a simple vertex shader. It was one of the first "real" shaders I created outside of tutorials, so it took me way longer to do than I'd like to admit...

Reddit#175
Idle & incrementalBuilding & simulation
Source
hotloopgamesReddit · Sep 30, 2026

Hello everyone! I just released the Demo for my second title: Roll with Splonk!

Splonk lives in the corner of your screen, on top of everything else, happily rolling dice and printing money while you watch stuff, browse, or pretend to work. Check in whenever you feel like it, dump your winnings into new dice, relics and upgrades, then go back to what you were doing while the numbers keep climbing. Roll, get rich, buy better stuff, repeat.

Minimalistic x Strategic Depth

Roll with Splonk is built around a gameplay loop and systems that are quick to pick up and feel familiar. But beneath that simplicity is real strategic depth: choosing which dice, enchants, and relics to build around, and managing your $ wisely, all take careful thought. Your decisions truly matter!

Randomly generated dice

Every die is randomly generated, so there's always a chance of stumbling onto a real gem. Stack dice that complement each other, craft a few improvements onto them, add relics and upgrades on top, and watch the numbers get completely out of hand.

Let me know if you have any questions!

Play the demo on Steam
Join our Discord

NotApplicableHQReddit · Sep 30, 2026

Hey everyone! I'm Nick and I made Procession Engine.

It's a deckbuilder with no turns. Your buildings spawn an army that marches down two lanes at the enemy stronghold while their army marches right back at you. You play your cards off a moving belt during the battle.

It's also a base builder. All buildings have unique bonuses they give when paired with another specific building. Put the right two next to each other and they form an Accord which gives you a bonus neither has alone.

The free demo is on Steam now. Just search Procession Engine. Happy to answer any questions!

KenglyaReddit · Sep 30, 2026

just finished an early prototype of my game (2.5D survival-sandbox platformer); some objective feedback needed.

what i have of feedback right now is basically "cool, i see potential, but kinda empty"

more detailed (i'm looking for similar problems):

- empty environment

- "strange" style/textures/color palette

- ui is too small

- hp bar needs to be in the ui (although i don't really wanna make it like that)

- run animation kinda sucks (imo)

next is to focus combat, better visuals & actual locations, quests and make music & sfx somehow.. when i'll do it i'm (probably) gonna make a demo..?

i'm a 13 y/o HSP by the way, so don't be too harsh please

for now, i've uploaded the prototype on Itch:

https://k3nglya.itch.io/cyrene-heroes

Reddit#172
Survival & horrorPlatformers
Source
Saki_SwirlyReddit · Sep 30, 2026

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.

Reddit#171
PlatformersAction & arcade
Source
Wild_Spirits_EraReddit · Sep 30, 2026

Hi everyone,

This is Wild Spirits Era, the first game I've developed.

It's an online social survival game set in a shared, living world. Every Spirit enters an Era as Pure, and what happens during that life can change what they become.

The world changes as the Days pass, Spirits meet each other, alliances can form, and eventually every Era reaches its end.

A public demo is coming soon, but for now I just wanted to share a bit of the world and some gameplay here :)

Nico — a Wild Spirit

Reddit#170
Survival & horror
Source
Far-Helicopter7988Reddit · Sep 30, 2026

I'm looking for a short, unpaid usability playtest of District G, a free Roblox rooftop-grappling beta I'm developing. You attach to building surfaces, pull and swing between rooftops.

Test build: https://www.roblox.com/games/95267478216808/District-G-Rooftop-Grapple

Time: about 5 minutes, whenever convenient. Start the tutorial and try reaching the first roof without extra explanation. If you get stuck, stop there: that failure is what I need to understand.

Please comment here with whether you reached the roof and the first control, camera or target-marker behavior that confused you. There is no survey, recording requirement or appointment.

Requirements: PC with keyboard and mouse, Roblox app and an eligible Roblox account. Current access is 16+ or eligible trusted-friend access; interface is French. No purchase is required and no payment or reward is offered. If the platform blocks entry, please share only the error message, not account details.

Optional help: right mouse holds aim/attachment, left mouse pulls, releasing left allows swinging, Space detaches; R retries and H shows help. The beta also includes three timed courses, but completing them is not needed for this test.

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comrade_pogacaReddit · Sep 30, 2026

You find your childhood journals. Some pages are blacked out, and you don't remember those days.

Click an underlined moment and you're back there, age 7, 13 or 17. Do one thing differently, come back, and watch your present rewrite itself word by word. Your sister is fine now. Your best friend isn't.

Five people matter to you, and the game is built so >!you can't keep all five!<. There are 21,880 possible timelines and none of them saves everyone. Every jump also costs you memory: words in your journal go black, and some moments are lost for good.

Around halfway, the journal starts acting strangely. >!Lines appear that you didn't write, and there are notes in your mom's handwriting.!< There are five different explanations for what's going on, and each one leads to its own ending.

It's all text, with no build and no install. One run takes 1.5–2 hours, and seeing every ending takes 3+. It's in 12 languages.

Content note: death (including a child's), addiction and families coming apart, told quietly.

Would love to hear some feedback!

Edit: https://games.panikka.studio/the-journal/

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antony920210Reddit · Sep 30, 2026

I've been working on a game called Phosphor Command, a monochrome green real-time tactics game with a base builder behind it. It's made solo in Godot.

The entire game is drawn in code.

There are no sprites, textures, or asset packs. The terrain, units, vision cones, effects, CRT overlay, and the entire UI are all generated and drawn by the game itself.

The result is a sort of living tactical computer screen.

Everything uses the same visual language: green phosphor, black backgrounds, simple shapes, lines, symbols, and text. Even the terrain and buildings are built from the same basic visual system as the UI.

I wanted the battlefield to feel like something you're looking at through a military command terminal rather than a traditional RTS camera.

The visual style also works particularly well with the way the game plays.

You can see the vision of individual units as they move across the terrain. Contacts appear and fade from the screen. Last-known enemy positions remain as ghosted markers. Smoke, dust, and storms obscure the battlefield. Friendly and enemy forces are represented using the same simple visual language, so you can concentrate on what is happening tactically.

The base uses the same approach.

Buildings, walls, towers, and troops are all rendered in the same style, so as your forward operating base grows, the screen becomes increasingly busy with the things you've built.

There are currently 22 different environments, but these aren't 22 sets of traditional art assets. They're generated from different terrain and environment rules, which lets the same visual system produce forests, cities, mountains, airbases, and other environments.

One of the nice things about keeping everything generated this way is that the whole game stays extremely small. The current build is under a gigabyte, and the minimum specification is an Intel HD 4000.

The style originally came from a practical decision: I'm making the game solo, and I didn't want art production to become something that hindered development.

But I've ended up really liking the art style I have adapted to.

It's become an important part of what Phosphor Command feels like, and in my recent showcases, a lot of people have had positive impressions of this styling.

I've attached a collection of footage showing the different environments, tactical gameplay, UI, and the forward operating base.

Reddit#167
Strategy & tacticsBuilding & simulation
Source
30crlhReddit · Sep 30, 2026

Hey everyone, I’m André, the developer of 9.8 in development for a year and a half now. It's been a wild ride but the demo is finally released as of the time you're reading this.

It’s a 2D space agency sim where you build and fly your own vehicles. For the demo you start with a small rocket and work through research, satellites and crewed flights towards a moon landing. The same builder also lets you make rovers and rocket-powered boats, so there’s plenty of room to get distracted along the way.

Production and marketing is going fairly well with 2k wishlists and some modest coverage by some creators and press. Hopefully things start to ramp up now. Full game is in development but should go into EA before the end of this year.

Steam: https://store.steampowered.com/app/4247050/

Happy to answer questions about what’s in the demo or how things work.