▲ 0 r/ARPG

I’m building Grimora in my spare time after a 9-hour workday — I’d love for you to try it and tell me what you’d change

Hey everyone!

I’m working on Grimora, a dark fantasy action roguelite that I’ve been slowly developing in my spare time.

Game development isn’t my full-time job. I work around 9 hours a day in a completely unrelated field, so most of the development happens whenever I can find a few hours during the week. Progress can be slow, but I keep coming back to it and improving it little by little.

I’m also using Claude and Codex as development tools to help me with programming, debugging, systems, balancing ideas, and generally making it possible for me to push the project further as a solo developer.

The idea behind Grimora is fairly simple: I want it to be accessible.

My goal is to eventually release it for free on Android through the Google Play Store and for free on PC through itch.io.

I want someone with a modest PC or an Android phone to be able to play it without needing expensive hardware. I’d also like PC and mobile players to be able to play together in co-op, because not everyone has two gaming PCs at home. Maybe one person has a computer and a friend, partner, brother or sister only has their phone — they should still be able to jump into a run together.

You can also play completely solo.

Another important part of the design is the length of each run. I’m aiming for matches of no more than around 12 minutes.

So Grimora is meant to be something you can play when you have a small break:

one quick run, maybe while hiding in the bathroom for 10 minutes, and then back to real life.

No 40-minute commitment just to finish one match.

The game is still very much in development, so right now what I’m looking for most is feedback.

If you try it, I’d genuinely like to know:

  • What feels fun?
  • What feels confusing?
  • Which mechanics would you expand?
  • Are the bosses and minibosses interesting?
  • Does combat feel satisfying?
  • What would make you want to play another run?
  • What would you remove or change completely?

Don’t worry about being nice to the game. Useful criticism helps me much more than “looks good.”

You can currently test Grimora here:

https://kusiy.itch.io/grimora

If even a few people play it and leave me ideas, bug reports or suggestions, it already helps me a lot.

Thanks for giving a small solo project some of your time.

u/Kusiy-Game — 5 days ago
▲ 1 r/aigamedev+1 crossposts

I’m building Grimora in my spare time after a 9-hour workday — I’d love for you to try it and tell me what you’d change

Hey everyone!

I’m working on Grimora, a dark fantasy action roguelite that I’ve been slowly developing in my spare time.

Game development isn’t my full-time job. I work around 9 hours a day in a completely unrelated field, so most of the development happens whenever I can find a few hours during the week. Progress can be slow, but I keep coming back to it and improving it little by little.

I’m also using Claude and Codex as development tools to help me with programming, debugging, systems, balancing ideas, and generally making it possible for me to push the project further as a solo developer.

The idea behind Grimora is fairly simple: I want it to be accessible.

My goal is to eventually release it for free on Android through the Google Play Store and for free on PC through itch.io.

I want someone with a modest PC or an Android phone to be able to play it without needing expensive hardware. I’d also like PC and mobile players to be able to play together in co-op, because not everyone has two gaming PCs at home. Maybe one person has a computer and a friend, partner, brother or sister only has their phone — they should still be able to jump into a run together.

You can also play completely solo.

Another important part of the design is the length of each run. I’m aiming for matches of no more than around 12 minutes.

So Grimora is meant to be something you can play when you have a small break:

one quick run, maybe while hiding in the bathroom for 10 minutes, and then back to real life.

No 40-minute commitment just to finish one match.

The game is still very much in development, so right now what I’m looking for most is feedback.

If you try it, I’d genuinely like to know:

  • What feels fun?
  • What feels confusing?
  • Which mechanics would you expand?
  • Are the bosses and minibosses interesting?
  • Does combat feel satisfying?
  • What would make you want to play another run?
  • What would you remove or change completely?

Don’t worry about being nice to the game. Useful criticism helps me much more than “looks good.”

You can currently test Grimora here:

https://kusiy.itch.io/grimora

If even a few people play it and leave me ideas, bug reports or suggestions, it already helps me a lot.

Thanks for giving a small solo project some of your time.

u/Kusiy-Game — 7 days ago
▲ 1 r/LetsPlayMyGame+1 crossposts

⚔️ Looking for Android Playtesters — Dungeon Rush, a Fast-Paced Action Roguelite

Game Title:
Dungeon Rush

Playable Link:
⚔️ Play Dungeon Rush on itch.io

Platform:
Android / Windows PC

Description:
Dungeon Rush is a fast-paced 2D action roguelite focused on short, intense runs, character builds, massive enemy hordes, and challenging boss fights. Each expedition lasts around 8 minutes, but surviving until the end requires constant movement, smart positioning, and choosing the right upgrades along the way.

The game currently features 5 playable heroes, each with a different playstyle and progression path, as well as 5 progressive Sanctuaries, multiple enemy types, minibosses, and multi-phase bosses with unique attack patterns. Players can experiment with different abilities, upgrades, summons, turrets, and skill combinations to create increasingly powerful builds during each run.

Dungeon Rush also includes permanent progression, individual skill trees, visual effects, particles, shaders, and combat feedback designed to make each battle feel increasingly chaotic and satisfying.

The game is still actively being developed, so I'm specifically looking for players who can provide honest feedback about combat, difficulty, controls, progression, balance, performance, bosses, abilities, and the overall first-player experience.

An official Google Play release is planned within the next three months, and I am also preparing the closed Android testing phase required for my first Google Play release. Anyone interested in joining that test and helping shape the game before launch is very welcome.

Free to Play Status:

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

Involvement:
I am the indie developer behind Dungeon Rush. I work on the game's overall design, gameplay systems, programming, character and enemy mechanics, progression, balancing, bosses, UI, visual effects, Android/PC integration, and the continued development of new content. I'm currently focused on polishing the game, improving performance and gameplay feedback, and gathering real player feedback before the Google Play launch.

u/Kusiy-Game — 10 days ago