Faster or Slower: one car shows its 0-60 time, guess if the other one beats it.
Browse game posts
Reddit posts
Game posts shared on Reddit.
When I was in school I was obsessed with a mobile MMO called Heroic Legends. I emailed the developers and told them I wanted to make apps as good as theirs one day. Then the game slowly died, the way most of them do. Updates stopped around 2014.
A couple years ago I tracked them down and asked if I could bring it back. They said yes and gave me the original art. My brother and I rebuilt the whole thing from scratch, a group of original players beta tested it and shaped a lot of what's in it, and it launched last weekend.
It's a menu-based game. You pick jobs, attack people, run guilds, raise pets. You play for a couple minutes a few times a day to get your tasks done, and it's fine to put your phone down in between.
Gameplay:
- Monster battles. Players pile onto one boss for days. It hits back, the damage board is public, and they drop the best loot in the game.
- Guilds and wars. Your guild grinds quests together to earn boss keys, then declares war on another guild and spends a day hunting their members.
- Companions. Bosses drop shards, shards hatch a creature, and it grows with you and picks up talents. Bond it with someone else's and you get a spirit egg with a mix of both stats.
- PvP and tournaments. Anyone near your level is fair game. Tournaments are server-drafted eight-team brackets with large prize pools.
- Professions. The idle half. Work a trade while your energy refills, master tasks, and get paid in the premium currency without spending a cent.
- Chat. Live village and guild chat, and you can buy the whole room a round of drinks.
It's free to play. The only thing for sale is Elixir, and nobody can spend more than $20 a month on it, hard capped on the server.
It's small right now. A few hundred people, ten guilds, leaderboards wide open. Anyone who makes a character before October 5 gets the Founder title, which proves you were here first.
Happy to answer anything about the game.
https://play.google.com/store/apps/details?id=net.heroiclegends
A short clip showing the new Dice Target tutorial and how the basic gameplay works. Feedback on whether the instructions feel clear and easy to follow is welcome.
Hey all! It’s been about a month since I last posted Driftbound here. Still no ads or in-app purchases, you buy it once and that’s the whole game.
Last time I’d just added the storyline and endgame. Since then I’ve been adding more to actually do in the places you travel to, as well as working through the feedback people have sent over.
We also have our community at r/Driftbound
For anyone who hasn’t seen it, it’s a semi-idle space RPG. You fly between systems, mine, trade, smuggle cargo, fight pirates and gradually improve your ship. Things like mining and travelling carry on while the app is closed, so you can leave it doing something and come back later.
The biggest addition is faction wars. You can join a faction and help it take territory, work through orders, climb the ranks and go after enemy captains. It gives you a bit more reason to care about whose space you’re flying through.
Trading has changed quite a lot too. Stations now produce and need different things, so finding a good cargo run is more involved than selling everything wherever you happen to dock. There’s also a player market where you can sell things you’ve gathered or crafted to other players. That part needs a connection, but you can still play the rest offline without signing up for an account.
There are more ships now, rare equipment to forge, pets to hatch, and more people and jobs out in the further systems. A lot of the work has also been on the less exciting stuff people pointed out: awkward menus, things that weren’t explained properly, and bugs. One particularly annoying loading issue after a long time away is fixed now too.
I’ve put a newer gameplay video on this post as quite a bit looks different from the last one. If anyone from the previous post is still playing, I’d be interested to hear what you think of the newer stuff (and possibly what you'd like to see in the future)?
Playable Link: https://theendlessmuseum.com/ Platform: Web browser. No account or download needed. Description: I built The Endless Museum. Every Wikipedia article becomes a room, and the hyperlinks become doorways. Search for a subject that interests you and follow whichever doorway catches your eye. You can wander freely and follow a rabbit hole, race between articles, or try the daily races, tours and hunts. The rooms take their character from the articles, with photographs, paintings and 3D exhibits to discover. You can also stop and read the articles behind the exhibits. I'd love to get feedback on how well you think it all works and whether anything about the game feels confusing. Free to play. Involvement: I'm Edward, the creator.

I’m a solo developer and I’m giving away 10 Google Play keys for my game PUCKi.
PUCKi is a turn-based tabletop hockey game where every shot is a mix of skill, strategy and physics. You pull back your stone, aim, calculate the angle and friction, take the shot and then watch everything unfold.
The puck can bounce, collide with other pieces, fly over obstacles and completely change the outcome of a match.
There’s also a full roguelite Career mode with branching runs, bosses with unique physics anomalies and a Nemesis system where AI opponents can remember you and come back stronger.
You can play against friends locally or online, play high-stakes PvP using your earned in-game credits, visit the casino, collect skins and customize your stones, pucks, ice and arenas.
There are no microtransactions. Everything is earned through gameplay.
If this sounds like something you'd enjoy, give it a try:
Google Play:
https://play.google.com/store/apps/details?id=com.mracek.pucki.final
I have 10 free keys to give away:
CODES:
1.
T1JBNZPF3QX8Y92AXF1AVWQ
2.
6X0K3F8UHG0MJDG6VBSL8UX
3.
3XX4DSJE805LJ1MVKCG34X8
4.
L71KA7HRENWM4BLQ2KFXGM0
5.
67MLZ52M0T5EZDR18BHVLHS
6.
DZDZA353PTKMQHCNXD8E2KM
7.
QMHJ2H8ADHSUA341QYA7GLR
8.
513BNQHG15DEUT84YNELTGE
9.
52E9E2HG2VLCXC9DMQ33BXQ
10.
691CBVJ1YX2ETR2S0PUXKE4
If you use a key let others pls know which one you took in the comments.
I'd really appreciate if you gave the game a chance and let me know what you think.
I’m a solo dev, so honest feedback is genuinely valuable to me.
Have fun and see you on the ice.
If all the codes are used, feel free to send me a DM and I’ll give you a key. I’ve got your back! ;)

Just launched our first person, fungal-punk roguelike double deckbuilder into Early Access! So stoked to share that we just launched Shroom and Gloom into

Robot Wants Kitty — a compact Flash-era metroidvania remastered for modern browsers A modern browser remaster of Mike Hommel’s popular 2010 Flash game, rebuilt
I made a Rocket League-inspired game you can play in your browser, even on mobile. I've worked hard on the controls, camera and ball physics to match the original feel as closely as possible. Try it and tell me how close it feels to Rocket League. It also has my take on what a realistic Rocket League car would be if it were driven by a human pilot. The pilot sits in a gimbal-mounted seat that stays level while the rest of the car flips and rolls around them, with small jets for aerial rotation.
Dumbfire playtest (It's on Steam)
I'm working on a game called "Dumbfire" where you guide a missile through obstacles to hit the target.
I made a rough playtest that has actual levels now, a tutorial and some abilities you can unlock. Expect a lot of rough edges, especially UI.
Any feedback is greatly appreciated.
Hii! So, me and my small indie team has been working on this psychological horror set in the appalachian mountains. We have our own custom visual system plugin to drive our visuals whilst maintaining performance! Here is the teaser of the game!! I will also make a post about the trailer right after this one since I cannot do two videos in one? (Idk im too old for reddit and im barely 23-)
Also, here is the steam link if anyone wants to check it out!: https://store.steampowered.com/app/4845070/Ravenhill_Initiation/
We're a month away from launch! So yeah, it’s exciting as well as overwhelming as we did this in a small budget but we’ve tried our best. Like, there are things we are lacking in that we jsut cannot improve cuz of our budget constraints but I dont think it will affect the gameplay as much- Anyways, do let me know what you guys think!
Also, edit, we haven’t used free assets and AI as someone wants to put down in the comments. I’m pretty proud of my small team for what we’ve achieved and it sucks that in the age of AI, everything can just be deemed AI.
(The things we are lacking in are mostly animations...)

I made this short game in about a week for a game competition. JD Wave Advance is a fever dream of a game in which you must quickly complete 20+ minigames or else JD Vance will punish you.
Be warned: at a certain point, it becomes truly unfair and unbalanced.
Go play it now for free: https://featurekreep.itch.io/jd-ware-advance
I've been working on this solo the last year or so (with some help from some industry mentors) and am building a studio of ex-AAA devs to finish this up and ship on every platform, something I think is super important for co-op (couch co-op too).
Game is called Twin Hooks, it's a session-based beat 'em up inspired by It Takes Two, TMNT/Street Fighter with melee-focused Borderlands style loot.
We'd love to earn your wishlist and we have a 3 mission demo coming out September 21st:
Steam page is here. Your wishlist would be greatly appreciated https://store.steampowered.com/app/4844200/Twin_Hooks/

The main idea behind my game is the material-based physics system. The materials aren’t just different skins or graphics — each one has its own physical properties that affect how it behaves during gameplay.
Ice can slide because of low friction, rubber can bounce and deform, stone is heavy and resistant to movement, and other materials interact differently based on their physical characteristics.
The goal is to make the materials themselves an important part of the gameplay and strategy, rather than simply changing the appearance of the objects.
Gravity Merge: Physics Puzzle
Android : https://play.google.com/store/apps/details?id=am.van.fall2048
Download link
Miner survivor
I finally got around to releasing a demo of Miner Survivor on Android.
There’s still a lot I want to improve, but I thought it would be better to let people actually play it and give me some feedback instead of guessing what works.
Would love to hear what you think, especially anything that feels boring, confusing or annoying.
Thanks for playing!
Hi! I’m the solo developer of SnapBlocks, a casual Android puzzle game built around placing blocks and creating satisfying clears.
I’m currently polishing the gameplay and would really appreciate honest feedback:
- Is it immediately clear what the player is supposed to do?
- Do the clears feel satisfying?
- Does the pacing look too slow, too fast, or about right?
I’m especially interested in what you noticed during the first few seconds. Please feel free to be critical—it will help me improve the game.
PLAY STORE LINK: https://play.google.com/store/apps/details?id=com.snapblocks.game
Thank you.
Hello, I'm the solo dev of "Grow!" : an incremental × survivor that goes from atoms to the entire universe.
3,000 players on Android, 4.9 on Google Play (167 reviews) and 5.0 on the App Store (55 ratings) with 10k players. I attached some of the English reviews.
I swear my mom didn't write them. She doesn't even know what a incremental game is.
I know 13k players is nothing on the scale of this sub, and Grow! is a very small indie game. But coming from someone who makes games alone in his spare time, you have no idea what this kind of reception does.
I honestly have no idea why, but Android is showing my game to way fewer people than iOS. Which is strange, because Android players have left more ratings!
So the game just isn't finding its audience on Android, and the player count isn't growing. If you give it a try, I'd really appreciate your feedback.
If you like Vampire Survivors-likes and games where you optimize a lot of stats to get stronger, I think you'll enjoy it.
It's free to play, and I still balanced the whole thing around the free experience, you can reach and finish everything without paying, the IAPs are there but never required.
Android : https://play.google.com/store/apps/details?id=com.Atopia.studio.Grow
2 mediaHey r/AndroidGaming!
I’ve been building Cloudstrike as a solo developer side-project in my free time. It's a kinetic arcade shooter built entirely from scratch using a custom zero-allocation Go engine.
My main focus was performance and portability: it's optimized to run rock-solid on low-spec hardware (it's even running smoothly ported to retro handhelds like the Evercade Super Pocket).
Instead of traditional sprite sheets, the game uses no static assets. Everything (enemies, terrain, biomes, and bosses) is generated purely via code and seeds.
Highlights:
- 100% Offline & Clean: No ads, no microtransactions, and zero data collectors/tracking.
- Decoupled Engine: Physics and rendering run independently to keep 30+ FPS performance rock-solid.
- Risk/Reward Mechanics: Features an 8-second shield-ramming cycle and an Extra Rockets system that triggers when picking up powerups at max HP to melt heavy boss hulls.
- Zero Clutter: Just clean, kinetic screen action.
Attached is 90 seconds of raw gameplay from the game. Would love to hear your thoughts on procedural generation vs static pixel art!
🎮 Google Play Store:
https://play.google.com/store/apps/details?id=de.reichenbach.cloudstrike
Playable Link:
Platform:
PC (Windows) (Steam)
Description:
Laser Guy a twin-stick anti-shooter where you’re maneuvering your laser around coworkers trying not to blast anyone. Just another day in the gamedev office!
You are Harold, a little alien with a an office job in game development. When the tribulations of working on the video game industry become too much for Harold to handle, his panic attack causes him to start shooting a huge laser beam from his eyes, destroying everything it touches
The game controls like a top down twin stick shooter, but it's an anti-shooter, meaning you're trying to avoid hitting people. This means that levels play more like an action puzzle or platformer, and you have to study your routes through levels to find a way to get to the end of the room without hitting anyone
Free to Play Status:
Demo/Key available
Involvement:
I'm the programmer as part of a 5-people team!
Spent the last few months building a mobile game by myself, and I finally released it on Google Play.
Soul Rush is a one-tap survival runner where you control a soul moving between two rails, swapping sides to avoid obstacles through six increasingly difficult trials.
One mechanic I'm particularly interested in getting feedback on is the risk/reward system: getting close to obstacles builds a meter, which eventually gives you a temporary invincibility dash. So playing dangerously can actually be beneficial.
I'd genuinely appreciate feedback on the gameplay, especially difficulty, pacing, whether the mechanics feel intuitive, or anything that feels frustrating or off.
If anyone is interested in trying it, this is the link: Soul Rush
Hey guys, I'm one of the devs on Make the World Great Again, a first person satiric political horror game built for PC. We strongly focused on story and gameplay. We've been developing this game for 6 months in UE 5.7 and will be releasing early November. We will be very grateful for any wishlists and shares. What do you think of trailer?

I made a retro falling block puzzle with a twist, literally! It's called Blocknado. The floor rotates and you have to fill in rings not rows. I just launched it on the Play Store.
If you like it send me a DM and I'll send you a free code to disable the ads permanently.
Store link: https://play.google.com/store/apps/details?id=games.reto.blocknado
Edit: I've learned of some awesome other projects and demos that are worth checking out if you like Blocknado:
Demo by Freya Holmér: https://bsky.app/profile/freya.bsky.social/post/3mh7pztqcd22g
Rotatris by u/Free_Second_4117: https://rotatris.itch.io/rotatris
Reaktor: https://store.steampowered.com/app/2950640/Reaktor/
Hey everyone! I just released my short game Pawned Souls for free on Itch
I decided to port my game to Android since I'm actually a fan of Android gaming (got myself one of those handhelds). Of course I had to add cloud saves and achievements too. If you got a controller that works too.
Get it from Play Store: https://play.google.com/store/apps/details?id=com.nerdstakeover.tearscape
Check out the first of many of my Android games. Took a while to get past the beta hoops but this one is in. None of my games have ads, IAPs, hooks or trackers.
I just make games I enjoy playing. I will respond to feedback and keep updating with requested features. Please consider trying it out. Ratings are of course appreciated.
https://play.google.com/store/apps/details?id=com.newdawn333.hexrealms&hl=en_US
Game title: Slopcheck
Playable Link: www.slopcheck.co
Platform: Web game
Description: Slopcheck is a daily game where you get 6 photos (one at a time) and determine if each are real or AI generated. After each one you see the clues that give it away so you can get better at spotting AI generated media on your own.
Free to Play Status: Free to play
Involvement: All developed by me
Hi everyone! I made this game as a passion project because I’m a big fan of r/IsThisAI and sadly have gotten tricked by AI images in the past. I built this as a way to help people hopefully get better at detecting fake images on their own.
Grateful for any and all feedback ✨
**EDIT: to be clear, I made this game to increase awareness of how good the models are getting now and have people get better at spotting AI media by themselves. I am not using it to train models/otherwise contribute to people getting scammed by fake images.
Pardon my terrible English accent!

You're shown a bathroom, you pick a urinal, and then you find out what percentage of everyone else made the same call. I made this in about three days, and I've gotten a few friends to play it so far. Please enjoy!
This was made with SvelteKit, and run it on two tiny serverless functions for the vote counters.

Game Title: Overshoot
Playable Link: https://play.google.com/store/apps/details?id=solutions.littlebird.overshoot
Platform: Android
Description: Draw platforms with your finger and try to get the ball to bounce as high as possible. Collect points on the way to get a higher score. There's boosts and obstacles as you get higher which you want to hit or avoid.
Free to Play Status: Free to play
Involvement: I made everything
I've been working on Pendulo, a small timing-based browser game.
The goal is simple: release the ball at the right moment and land it as close to the center of the platform as possible. Each successful hit makes the challenge a little harder.
It takes a few seconds to learn, but getting a really high score is another story.
👉 Play Pendulo: https://tapokgames.com/pendulo.html
I'd love to hear your feedback - especially how far you can get and whether the difficulty feels right.

Every time I mow the lawn, I play this mental game in my head where I try and mow the lawn as efficiently as possible (while minding where I'm shooting the grass clippings).
Well, I decided to turn this silly mental game, into a silly daily game.
Enjoy!

This game is Soda-Powered Penguin! If you like what you see, you can head over to the Steam page and download the demo and/or wishlist it! (The demo doesn't feature the level in the clip, though.)
Free- with an option to purchase the full game.. Quick Race and Time trial will always be free, and Career Mode after 5 races will require a full purchase to continue. And will also remove ads..
Link - https://apps.apple.com/au/app/quick-moto/id6738115330
Quick Moto
My 5 year journey with this game is almost complete.
Of course in that five years, there was a lot of , off and on, a lot of giving up, a lot of what the fuck am I doing. And a lot of side projects I completed.. what I call mini casual mobile games…
I always wanted to make a moto racing game, obviously as a solo dev I’m never going to compete or be as good as a studio making MotoGp 26 or Ride 5 or 6 .
But for mobile I think I’ve made a game that hopefully is fun, challenging and competitive.. and with long lasting gameplay..
So in these I’ve learned so much, I didn’t know how to make a motorbike work in game dev. But I sure had fun learning, and challenging myself to create it, so many times I was going to give up. But it was a dream to make it so that wasn’t an option…
Ok, so what is it?
A career mode with 20 tracks per season, 5 classes to get through, and a challenge to stay in the top class for as many seasons as you can. Yep you drop classes if you don’t live up to team’s standards..
25 tracks in total on a random rotation to keep every season fresh and feel new..
Random weather , and yes if it rains you’re sliding out..
A design studio to paint and design your own teams bike. Win a season and unlock that bike for the other game modes and redesign anytime you like… career stats to track your races.
Quick race- as is , pick a track and a single race is yours for the taking.
Time Trial/ fastest lap.- 25 tracks for you to dominate, with each track having its own leaderboard for players to try set the fastest time. Every millisecond counts, every line every breaking point . To be the fastest..
Bikes - There’s only 5 bikes, one for every class. Top class obviously the fastest bike. So complete every class to unlock all five bikes.
So now you’re thinking I need to win five classes to be the fastest to top the leaderboards? Not really fast is good on the straights, but controlling those things through the corners is another thinking..
If you read this far thank you, please consider pre ordering the game, I would appreciate it a lot and thank you..
Hi everyone!
I just released my first iOS game: Rush 'O' Clock.
It's a traffic puzzle game inspired by the classic Rush Hour.
Features include:
- 🚗 Infinite Mode with nearly endless puzzles (2.5+ millions levels).
- 📅 Daily Levels to come back every day.
- 🚑 Emergency Mode, where you have to get an ambulance or police car to the exit before the timer runs out (each difficulty has its own time limit).
- 🧩 Puzzle Packs with 50 levels for each difficulty.
- ↔️ Multiple exit positions: not just the right side, but also left, top, and bottom
- 🏆 Achievements for milestones like completing levels, finishing puzzle packs, maintaining your daily streak, and more.
I developed it solo, and I'd really appreciate any feedback whether it's about the gameplay, difficulty, UI, or anything else. I'm planning to keep improving it based on player feedback.
App Store:
https://apps.apple.com/us/app/rush-o-clock/id6785518038
Thanks for checking it out!
2 mediaHi everyone.
After almost 3 years of grinding, learning, and over 4,000 hours of work late into the night, my passion project Grimoria is officially live on iOS.
First, I want to say a massive thank you to this community. The feedback and support you gave me during the pre-order phases helped me polish the game, and get across the finish line. As a solo developer from Italy, seeing people showing interest and playing my game is amazing.
I wanted to create something new, not just another big studio copy. The core gameplay is actually inspired by a popular local card game called "Watten," which is heavily played where I live. I wanted to bring that social, bluffing energy to a digital format, but with much more accessible rules and mythical creatures.
I tried my absolute best to hit "Studio Quality" visuals and effects. One of the biggest challenges was making it a true real-time multiplayer experience. I built the entire backend server architecture and code completely from scratch to ensure smooth, fast-paced PvP, all while keeping a tiny install size and minimal data consumption.
The game is 100% Free-to-Play. There are no forced ads. There is exactly one optional ad for bonus loot, which you can permanently remove with a single premium purchase. There is absolutely zero Pay-to-Win.
For those seeing Grimoria for the first time, here is how it plays:
- Its a fast-paced PvP Card game with multiple modes: Classic 1v1, 2v2 Co-op, and 4-Player Battle Royale.
- The Basics: Everyone starts with 10 Life. Each round, all players play one card simultaneously. Highest strength card wins. The loser takes 2 damage. Last one standing wins.
- Strategy: Cards have abilities like Shield, Heal, Negate, or bluffing cards that only reveal at the end of the turn.
- Elements: Ties are broken by elemental counters: Fire > Earth > Water > Fire.
- Teamwork: In 2v2, you actually share a life and shield pool with your ally!
Overall, Grimoria takes few minutes to learn but offers strategy for competitive, ranked gameplay.
Grimoria features full Cross-Play, so iOS players can instantly match with the Android player base! (A Steam PC version is planned next).
Download on iOS: https://apps.apple.com/us/app/grimoria-online-card-game/id6761027516
Hey r/iosgaming,
Simon here, solo dev behind Tiny Harvest, an ads-free farming game 🌽
The game has grown quite a bit since I first posted, especially on the gameplay side I added a couple of new areas.
The core game is still:
- grow crops and produce animal products
- craft items through buildings & recipes
- complete orders for coins and XP
- unlock new areas and systems
- use automation once your farm gets busier
Recent additions:
- Blacksmith gear that gives bonus drops during expedition runs
- Airport requests with destination leveling and better rewards over time
- Farm Hands, so you can delegate repeated farm work
- lots of balance, bug, and flow improvements from player feedback
Tiny Harvest is free to download, has no ads, and played only in portrait - choices I made because that's the kind of games I like most 😅
I’d currently love to get your feedback on the first session: does the early game explain the loops well, and does the pacing feel fair before the bigger systems unlock?
As a small thank-you, I added the code IOSGIFT (enter in settings) for some boost items ✌️
Link: https://apps.apple.com/us/app/tiny-harvest-cozy-farm/id6755226300
TL;DR: Free, ad-free incremental RPG where every death makes you permanently stronger. Solo dev, follow-up to last week's launch, shipped five more small updates and planning for much more. Come break it and yell at me in the comments. App Store Link
In the world of ELM Quest 2, portals have begun opening throughout the land, with elemental energy leaking out and infusing the local wildlife, transforming them into horrible creatures. The Guild was formed to combat this and you, a nameless Cataloguer, go out and take careful notes as you subdue hordes of enemies out to kill you.
That is my 15 second elevator pitch. You fight strange creatures, you study them, and eventually you die to one. Then you learn its habits, and it dies to you instead.
This is a follow-up to the launch post I put here last week, when only v1 was out. It has grown a lot since, from all of you trying it out and hoping on the discord for feedback. The origin of this was that I am an incremental fan who got bored waiting for a good new one to drop, so I did the reasonable, well-adjusted thing and spent months building my own instead of being patient. No studio or team. Just me with a core vision about my ideal game loop and some Matlab-honed coding skills (no the game is not made on Matlab - wouldn't that be something :D)
The hook here is that loss IS progress. Dying is not a punishment here. Every death hands you permanent bonuses that carry into the next run, almost like a rogue-like, but you'll die so often and so quickly that the loop is just baked into the game.
What makes it unique (according to our discord players):
- An active dev (ha, low bar, right?)
- Extremely deep lore (I wrote 16 parallel narrators, with an intersecting story that's doled out as you grab little journal pieces from each enemy - not a novel, but but maybe a small novela's worth of lore?). I aim for a naturalist documentary/system apocalypse vibe. More the former but it's been received so far.
- Completely free to play and beat, with everything obtainable through expected game play. Completed ad-free cause I HATE ads in games. I'm not looking for money (there's some optional tip IAPs that were added as an afterthought, but if anything in game makes you want to spend money, come complain on the discord -> means something needs to be re-balanced).
- Hundreds of foes and bosses with tactics, plus a collectible codex that rewards actually studying them to crack the hard fights.
- A real active-combat layer over the idle loop: castable active abilities, and unique auras for each character to passively combo damage on foes. Idle it or play it hands-on. Latest updates really fleshed out offline progression.
- Full VoiceOver support. Offline progress. Plays in short bursts or long grinds.
New since last week (I looked up and realized I had shipped from v1.0 to v1.2.x):
- Big mid-game expansion, raising hero tier caps with a full rebalance.
- Offline progress has been greatly expanded (unlocks with 5-10 minutes of play, and within a hour or two, you'll have access to the complete offline system).
- Adaptive floor + Portal picker: portals now scale to your codex progress and you can also pick the monster grades you summon to fight.
- Combat Rating (CR): one number comparing your effective level to the enemy's, for ease of comparisons so that you don't willingly need to bash your head against the wall (unless you want to)
- Skill overhaul, rebalancing the way both auras and actives work, with some visual SFX added.
- iCloud sync + save backup, Game Center leaderboards, an achievements system, and a pile of QoL (clearer combat readouts, mana tuning, codex favorites, more lore).
Nearly all of these came straight out of Discord feedback, which has been more helpful than I had any right to expect. People ask and I go watch youtube tutorials on complicated apple features to implement it.
On money: it is ad-free and genuinely free. No paywall, no wall between you and progress. The only IAPs are optional support-the-dev consumables you never need to buy to win. I do this as a side hobby because I want a game I enjoy playing. I'd rather have a community of friends than your money.
Discord: genuinely helpful community over here, and it shapes where we go next.
Screenshots and gameplay are on the store page. I am a solo dev and I will be in the comments all day, so tell me what is fun, what is broken, and what you want added next.
App Store: Incremental ELM Quest 2
5 mediaHi guys,
Thanks so much for the support last week, seeing my game charting high on the app store was very surreal and it was awesome to see people enjoying my game!
Yesterday the game was finally accepted into the EU so be sure to check it out if you were waiting.
Link: https://apps.apple.com/us/app/voidloop/id6746944662
If you want more info on the game, check out the post from last week
Giveaway
Edit: All winners have been contacted, thank you to all who entered!
I wanted to do another giveaway for those who missed a code last week.
This time to enter rather than just dropping all 10 codes right here, I wanted to give everyone an equal chance.
To enter the giveaway, comment on this post with your favourite game and why (doesn't have to be a mobile game)
I will choose 10 winners tomorrow morning!























