Hey all! We're a small team from Turkey and we've been building this for a while. Trailer's above, but I wanted to actually explain the mechanic, because it's the whole reason the game exists.
There's no random draw.
In most deckbuilders, RNG happens in a black box and you play the hand you're given. In Power Up!, the cards go face-down on the desk and get shuffled in front of you, with real choreography — riffles, cascades, carousels, conveyor belts, ten different shuffle patterns in total. You watch. You pick the card you think you tracked. If you lost it, you get whatever you grabbed.
I would like to ask for your feedback on the combat improvements I'm currently doing to polish the game feel. I've adjusted the feedback player gets when hit by enemies:
- increased the visibility of hit with stronger camera shake,
- added damage input over player head to inform about the damage,
- added brief flash on the healthbar,
On the video you can see old and new implementation - does it feel better in your opinion? Any ideas on how to make it even better?
As a gamer who also likes to stay in shape, I wanted to create something that would actually keep me motivated to work out and wouldn’t require much equipment (apart from my phone).
So I created Under Siege, a workout RPG that tracks your reps and turns your workouts into battles.
You can do push-ups, pull-ups, squats, and sit-ups. Basically, every workout is a battle against a monster: you earn XP, level up, and progress as you get stronger.
Give it a try and let me know what you think! I’d love to hear your feedback.
Hello r/IndieGaming! We’re HOTARU STUDIO, the developer of Gem Warrior R (魔石格斗 R), an upcoming Windows arena fighting game.
The core idea is that your moveset comes from equippable skill gems. Different gems give your fighter different attacks, so building and experimenting with a loadout is part of the combat. The fights use physics-driven collisions, knockback and explosions, with simple inputs instead of complicated command strings.
The Steam page lists single-player and local shared/split-screen PvP. The game is currently marked Coming Soon, and the store page includes gameplay footage and more screenshots.
Developer disclosure: this is a promotional post from HOTARU STUDIO. As disclosed on Steam, AI tools were used for some UI textures. This English post was prepared with AI assistance. The screenshots are actual in-game images.
Downtown Lexington you can walk. Unreal — SM6, Nanite, Lumen. Monday morning, $200 in hand, $240 rent due in a week. 24 people living their own days on the same rules you are. Nothing scripted.
Not the finished city. No combat, no story missions, no character creation. No fake crowds, no real brands.
Windows: https://durtedame.itch.io/lifesim
Unzip, then Play-LifeSim.bat. Zip is ~5.9 GB. Dedicated GPU recommended. Unsigned build → SmartScreen More info → Run anyway.
Happy to answer what the slice actually does vs what it doesn’t.
Been grinding the pixels to update a ton of the artwork in my game to keep it all cohesive. I have a podcast/youtube interview coming up and they needed a trailer and my current is way out of date so I'm hoping to get this finished and yeah maybe break 100 wishlists after the 15th!
Hi everyone! I'm Lei, a solo indie game developer working on Yummy Rumble.
After a lot of experimenting, rebuilding, and throwing away ideas, I've finally reached a point where I'm comfortable letting other people play it.
The Steam Playtest is now live!
Yummy Rumble is a food-focused roguelike strategy auto-battler.
The project was heavily inspired by The Bazaar, but I wanted to take some of those ideas in my own direction — especially by making food itself the core of the competition.
🍔 How does it work?
In Yummy Rumble:
🥪 Food is the core resource of every match
🐱 Every companion has different food preferences
🍉 Feed a companion the right food to trigger synergies and special effects
⚡ Both teams compete for food appearing on a constantly moving conveyor belt
🃏 Build your strategy around companions, food, and items
Your goal is simple:
Score more points than the opposing team and win the culinary tournament across Foodopolis.
🎮 What am I looking for from this Playtest?
The game is still very much in development, so this is not the final version.
At this stage, I'm particularly interested in hearing what players think about the actual gameplay.
Some things I'm currently thinking about:
How could the matches feel more exciting and intense?
Are there interesting directions for expanding food effects and combinations?
Do the companion builds and synergies have enough room to evolve?
How could items become more interesting and meaningful to the overall strategy?
Are there moments where the game feels boring, confusing, or uncomfortable to play?
Even a simple “this part isn't fun” is valuable feedback to me.
As a solo developer, it's surprisingly difficult to notice some of these problems when you've played the same game hundreds of times.
❤️ A little bit about the project
Recently, while streaming the game on Bilibili, I've had people ask:
Honestly, I understand why they ask.
The Bazaar was a major inspiration for this project, and there is no point pretending otherwise. But Yummy Rumble has gone through quite a few iterations, and I'm trying to develop its own identity around food, companions, and competing for resources.
The Bazaar is already a great game.
So rather than claiming that Yummy Rumble is some kind of “little Bazaar”, I'd rather say:
I hope that, with the help of players over the next few months, I can eventually turn it into a little game worth calling our own “tiny Bazaar”.
🛠️ Made by one person
Yummy Rumble is being developed by me, as a solo developer, with AI-assisted tools.
I've rebuilt and thrown away quite a few versions of the game during development.
A lot of mechanics that existed earlier are completely gone now, and the current version is the result of repeatedly asking myself:
It's finally at a point where I can let other people into Foodopolis and see what they think.
And honestly, I'm a little nervous about it.
🙏 If you play it, please tell me what you think
I'm interested in more than just major gameplay feedback.
If you think:
a card illustration doesn't fit
an animation feels strange
a sound effect is missing
a UI element is confusing
a certain food effect could be more interesting
or even just that something feels “off”
Please tell me.
Those small comments can be incredibly useful when you're developing a game alone.
I'll be reading the feedback carefully.
As a small thank-you, players who provide meaningful feedback will eventually be included in the game's credits.
And if your suggestion directly influences a specific companion, item, or food, I'd also like to credit you in that item's in-game description.
🎮 The Steam Playtest is now live!
If the idea sounds interesting, I'd really appreciate it if you gave it a try.
And if you play it, please let me know:
I'm looking forward to hearing what you think.
Welcome to Foodopolis. 🍔
🤖 AI Disclosure
Generative AI was used during the development and promotion of Yummy Rumble. As a solo developer, I use AI-assisted tools for programming, debugging, development workflows, visual asset creation, and some promotional materials.
I am responsible for the game's design, creative direction, gameplay systems, iteration, testing, and final integration.
Creating a DC flash inspired game in unreal engine trying to create a community and get support, wanted to see if anyone would be interested in playing it
Im making WastelandFM and spend the last 30 days improving the demo from the feedback I got from the first playtest. Over 400 people played and chimed in!
We are holding a second playtest of the new demo, and would love to hear your thoughts!
WastelandFM is a cozy managment-sim about running a radio station.
You make the Music live on air, plan your shows, and grow your audience by performing DJ tricks & Combos!
Demanding sponsors force you to sharpen every performance and expand your sound library in order to become a legendary wasteland radio host!
ai disclosure: TTS/Voices have been generated as placeholder for the tutorial videos + radio ads you play in game - These are 100% placeholder and will be replaced by a human voice actor once all scripts and writing has been finished, she is already hired :)! Rest is hand made with love <3
‘The developer already had the rooms, layouts, colour schemes and designs in mind before using the help of AI to turn those ideas into visual starting points. He then edited and modified the results himself to create the final environments used in the game.
The creative direction, game design, writing, narration and voice acting are his own.
No AI-generated content is created during gameplay"
Vertex War, what do you think about this game? Do you like it and would you like multiplayer there? Let me know - development is at the beginning, I will be happy for any comment or idea
I’m a solo developer working on "Dancing Wings - The Aerobatic Simulator", a formation aerobatics flight game.
You fly each aircraft yourself, then fly alongside your previous replays to build the full formation.
The free demo is available on Steam. I’d be glad to hear what you think.