u/Lettall
Frequent Updates or Big Releases?
Hello, I’d like to know if I should post updates to my game every time I add something new, or if I should wait and release a larger batch of content at once.
For context, I published my game as a prototype on itch.io to receive feedback while I’m finishing development. It’s only been a few days, and I’ve had around 150 people play it, with some comments both on the game’s page and on the Reddit post I made. I’ve already updated a few things and implemented features that were requested in the feedback. I just don’t know if I should update every 2 or 3 days with new content, or wait a month and release a single bigger update.
Prototype Feedback and Update Strategy
Hello everyone, I’d like to know if I should post updates to my game every time I add something new, or if I should wait and release a larger batch of content at once.
To give some context, I published my game as a prototype to receive feedback while I’m finishing development. It’s only been a few days, and I’ve had around 150 people play it, along with some comments both on the game’s page and on the Reddit post I made.
A top-down bullet hell with action RPG mechanics and progression.
I’m finishing a project, and for the next one I thought of the following idea — I say “idea” because I couldn’t quite define the genre myself.
A top-down bullet hell with action RPG mechanics and progression.
You play as a firefighter who enters burning buildings to rescue victims and fight the fire. You use a water hose and can shoot freely to defend yourself from projectiles launched by fire sources, as well as to combat those sources. You move through the map, find a victim, and return to drop them off safely. There will be several victims scattered across the map (2 or 3), and each time you rescue one, the map’s behavior changes — new fire sources appear, and so on.
There will be different types of fire sources and projectiles. When fire sources are extinguished, they turn into embers, and if you don’t step on them to put them out completely, they can reignite. When you finish a mission, you return to the fire station where you can upgrade your equipment and then head out to another mission.
Expand the scope or move on to the next project
Hello everyone, I’m a beginner dev and after some studying I decided to create my first game. I followed the “rulebook” of advice that’s always given to solo developers, especially the one about keeping the scope small, and I really did create something small — about 10 minutes of gameplay. However, now I don’t know whether I should create more content for this project or move on to the next one. It currently has few views on itch.io, so I’m not sure if I should wait, or work on something else and then come back in a month or two to release an update.
I’m not sure if I can post the link here, but if I can, someone let me know and I’ll edit the post to include it.
Expand the scope or move on to the next project?
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Hello everyone, I’m a beginner dev and after some studying I decided to create my first game. I followed the “rulebook” of advice that’s always given to solo developers, especially the one about keeping the scope small, and I really did create something small — about 10 minutes of gameplay. However, now I don’t know whether I should create more content for this project or move on to the next one. It currently has few views on itch.io, so I’m not sure if I should wait, or work on something else and then come back in a month or two to release an update.
I’m not sure if I can post the link here, but if I can, someone let me know and I’ll edit the post to include it.
Hello, I just released my game on the platform.
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Actually, it’s a playable prototype, but it’s fully finished.
It’s a clicker about feeding carnivorous plants.
The gameplay is quite short, and I’d love to receive feedback so I can start working on the final version.
How I Finally Managed to Finish a Project
I don’t know if this works for everyone, but for me it’s been great.
Like many devs, I had the problem of starting a project and never carrying it through. A better idea would always come up, or I’d simply get tired of the project — especially during the polishing phase (particles, sound, and basically all the artistic part), which is what I like the least.
So I kept jumping from one unfinished project to another, which inevitably became yet another unfinished project.
Until one day I started a project without much intention, just as a pastime to be honest. But as the days went by, I began to enjoy it. Then I thought: what if I find an artist willing to work with me on this project?
I made a post, and incredibly someone replied. I don’t know their name, where they’re from, nothing. And that’s actually kind of funny, because despite all that, the simple fact of having someone working with me makes me show up every day and want to finish this.
It’s been an amazing journey, even though short, since the game will be very small. But it’s been great, and now I already feel like I can try a bigger project, since working with someone makes me want to see it through.
[Hobby] Beginner Programmer Looking for a Team for Game Jam
Hello, I’m looking for a team to join game jams. I don’t have much experience; I know programming logic well, but for games I only know GameMaker. I really want to contribute, but what I’m mainly looking for is experience, so even if I can just join the project to follow along and understand the stages up close, that would be great.
The time I have to actually work is from 10:00 PM to 12:00 AM GMT-3, but I can reply to messages at any time.
A game about horseback riding where the focus is not managing a ranch nor jumping obstacles.
Adventure about ridingI thought of a game that mixes adventure and RPG where you are a Dakota Indian living in the pre-colonization period.
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You explore the map to find wild horses, you need to tame them if you want them to be your companions, and after taming you must take care of them to maintain a bond.
In addition, the map will offer item collection quests and also a mechanic where you can draw landscapes that you discover.The main loop will be:
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Explore
Find different horses (each horse will have different characteristics)
Hunt and tame
Care / train
Ride
Record the landscapes (optional)
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Setting: Pre-colonization America
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Main character: Dakota Indian
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Story: None, just a guy living his life, riding and exploring places
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Main mechanics: Riding, brushing and bathing your horse to create a bond. This bond will help in situations that require trust between the animal and you, such as crossing a river or facing wild animals (there will be no combat).
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I haven’t thought of a specific ending, for that I need a story, but I don’t have anything yet.
Actually, all of this is basically just an excuse I came up with to create a horse game that isn’t about managing a ranch or jumping obstacles while running.
[RevShare][hobby] Beginner programmer looking for 2D artist for long-term partnership
Hello, I’m a novice programmer, currently using GameMaker to create small games and some prototypes.
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I’m looking for an artist to create short games so we can improve our skills together.
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I’m completely open to making games based on your ideas — my concern right now isn’t doing things my way, but simply making something.
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I prefer people who speak Portuguese, but I’m not entirely closed to other languages (I already have a partnership with an English-speaking artist and it works really well).
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I do have the ambition of creating commercial games in the future, but I’m very realistic about that.
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That’s pretty much it. If you’re interested in building something and think we could do it together, just send me a message or comment here and we’ll talk.
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Need SFX pack: eating, biting, crunching sounds for creature-feeding game.
reddit.comDestroy my clicker game prototype about feeding carnivorous plants.
Chris Zukowski blew my mind
It’s been about 3 months since I dove into the world of game development. I watch a lot of content, research whenever I get the chance — basically, whenever I can, I’m consuming something related to making games.
On this small journey, one name kept popping up: Chris Zukowski. And I kept thinking things like “Who is this guy?” or “Does he really have anything for me?”
Recently, I decided to sit down and watch one of his talks, and it was great. He basically opened my mind to so many things about the indie game industry — not just marketing, but I feel that if you stop and really listen to what he has to say, you’ll learn a lot about many aspects. Anyway, I think I’m addicted to hearing this guy speak.
Auto-balancing algorithm for incremental games?
I’m working on an incremental game and I’ve been spending a lot of time balancing it, running tests and tweaking each variable.
During this process I started wondering: would it be possible to create an algorithm that handles this balancing automatically, in a way that could be reused in other games? After all, every incremental game basically works with the same types of variables.
[PC/Indie] [Open-World Puzzle/Driving] A game where you have to deliver a client's car, but you only have one pair of legs.
Overview
You play as a mechanic who needs to deliver a repaired car to a client and bring your own car back to the workshop. The catch? You are alone. You have to drive Car A forward, park it, walk back on foot to get Car B, drive it past Car A, and repeat this "leapfrog" process until you reach the destination. Once the client's car is delivered, you take your own car back home.
The Core Loop
Drive & Position: Drive the first car down the road, finding a safe spot to park it.
The Trek Back: Walk/run back on foot to reach the second car, carefully managing your stamina.
Leapfrog: Drive the second car past the first one, progressing through the level bit by bit.
The Return: Deliver the client's car and enjoy a straightforward drive back to the workshop in your own vehicle.
Key Mechanics
Stamina Management (On Foot): Walking keeps your stamina steady, while sprinting drains it rapidly. If it hits zero, you walk significantly slower for a cooldown period.
The Charging Station (Driving): Being inside either vehicle completely restores and recharges your stamina, creating a tactical rhythm between exhausting yourself on the asphalt and recovering in the driver's seat.
Open-World Navigation Puzzle: The map is an open network of streets, avenues, and dead ends. The core challenge is scouting and finding the most efficient route for both states of transit (driving vs. walking).
Pedestrian-Only Alleys: The map features narrow alleys, parks, or shortcuts that cars cannot enter. Players can utilize these pedestrian-only zones to drastically cut down their walking time when returning to the second car, making route-planning highly strategic.
Why it’s unique (The Hook)
Most driving games are about going as fast as possible on a set track. This game turns an open-world city into a dual-layered spatial puzzle. You aren't just looking for the fastest driving route; you are balancing vehicle lanes with pedestrian shortcuts. Do I take the long highway where both cars can fly, or do I navigate tight city streets so I can abuse a pedestrian alleyway to sprint back to my second car?
Newbie dev looking for a place to drop ideas
Brainstorming for game creation.Is there any topic or community where I can share a super raw prototype or even just a game idea and get honest feedback? It sucks to admit, but I’m really new to this and I’m not part of any community yet that could help me out.
Top‑Down Driving Confusion: Brain vs. Car
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Hey folks, I’m working on a top‑down, race‑against‑the‑clock game. The gameplay switches between driving and walking, and here’s how I set up the controls:
On foot:
A – move west
D – move east
W – move north
S – move south
(Pretty standard top‑down controls)
Driving:
A – turn left (relative to the car)
D – turn right (relative to the car)
S – reverse
Space – accelerate
But during testing I noticed some confusion: when the car is heading north, left/right match the screen directions, but when it’s facing another way, that changes and feels weird.
Any ideas on how to make this more intuitive?
[RevShare / Hobby] Programador iniciante (GameMaker) busca Artista para criarmos jogos pequenos juntos
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Olá, pessoal!
Sou um programador iniciante estudando no GameMaker e estou procurando um artista para formarmos uma parceria, criar portfólio e, futuramente, lançar jogos comerciais no modelo de divisão de lucros (RevShare).
Como estou começando, meu foco total é em projetos de escopo estrito e limitado. Quero começar com jogos pequenos para garantirmos que vamos terminar e publicar o que começarmos.
🛠️ Como imagino a parceria:
Troca de Ideias: Estou super aberto a trabalhar nas suas ideias! Podemos até alternar entre dois projetos simultâneos (um com conceito meu, outro seu), dividindo as funções entre programação e arte.
Minha Rotina: Tenho disponibilidade diária para programar à noite, das 21h às 00h. Sou consistente e pretendo manter esse ritmo.
O que procuro: Um artista (Pixel art, 2D tradicional, etc.) que também queira aprender, praticar e criar jogos compactos sem a pressão de um megaprojeto logo de cara.
Se você está aprendendo arte para jogos ou quer tirar do papel aquelas ideias guardadas na gaveta usando um escopo realista, vamos conversar!
Pode me chamar na DM ou deixar um comentário.