Image 1 — Old art or new art—which would you prefer in The Last Vending Machine?
Image 2 — Old art or new art—which would you prefer in The Last Vending Machine?

Old art or new art—which would you prefer in The Last Vending Machine?

Hey everyone! 👋

I’ve been experimenting with a different art direction for The Last Vending Machine, my PC incremental game about running a vending machine and growing the settlement around it.

The GIFs show A — Original art and B — New art preview. I’d love your opinion before taking the new style further!

Alongside the art, here’s the wider development direction:

  • A more animated world: refreshed art across the six wastelands, clearer characters and buildings, moving machinery, crops, weather and improved day/night lighting.
  • A machine that visibly evolves: recognizable upgrade stages, attachments, improved dispensers, product drops and coin feedback.
  • More settlement choices and activity: expand building choices and their economic tradeoffs, with visible construction, workers, farmers, robot routes and a town that grows around your machine.
  • Deeper incremental progression: clearer milestones, production bottleneck explanations, useful upgrade previews, product specializations and new dispensing capabilities such as bundle orders.
  • Different business strategies: strengthen efficient vending, high-volume sales, farming and robot deliveries, with meaningful choices and opportunities to experiment.
  • More meaningful permanent progression: ability-unlocking patents, retained discoveries, saved setup and clearer explanations of what carries over when launching your next machine.
  • More control over automation: purchase priorities, saving toward chosen upgrades, scrap reserves and visible worker assignments, while keeping unattended progress useful.
  • Earned personalization: persistent machine finishes, signs, lamps, planters, survivor keepsakes, rare salvaged decorations—and goat hats!
  • PC and sharing improvements: refine photo mode, desktop window controls, sound and ambience settings, calm mode and notifications, alongside offline-progress, save and late-game polish.

Ideas I’m exploring for later:

  • More product variants and light recipes, including premium coffee, unusual seeds and recovered soda.
  • Trade routes between completed settlements, visible supply deliveries and ways to revisit older towns.
  • Optional stream-viewer visitors and friend-town postcards. Online visits or gifts would be a separate later feature.

Some of this expands systems already in the game; other parts are still prototypes or ideas. This is the development direction, rather than a fixed release checklist.

Which art style gets your vote—A or B? And which improvement would you most like to see next?

Honest feedback is welcome—even if you prefer the original! 😄 - Art B is still in work so any feedback is welcomed.

u/Mind-First — 8 days ago

I made a game about the last working vending machine after the apocalypse. Here's the trailer; I'd love your feedback

Hi! This is The Last Vending Machine, an incremental game I've been working on.

You run the only working vending machine left in the wasteland. Scavengers pay in scrap, every can costs power, and at first you crank the generator by hand. What you sell shapes the settlement:

  • coffee makes people faster but drains your power
  • seeds become farms
  • spare parts become machines your customers build

Slowly a burn barrel becomes a camp, then a market, then a town. Regulars come back with their own little stories. When the town is done, you launch a new machine into a different wasteland: salt flats, a frozen line, a drowned city, a glowing radiation zone. Each one has its own rules. There's a real ending, too.

It has day and night, weather, an offline time bank, 9 languages, and no ads or microtransactions.

I'd really like your honest feedback:

  1. From the trailer, is it clear what you actually do in the game?
  2. Does it make you want to play it? If not, what's missing?
  3. Is the UI readable, or too busy?
  4. What would make you wishlist it?
u/Mind-First — 16 days ago
▲ 3 r/gameDevPromotion+2 crossposts

Modern guns against fantasy hordes — looking for feedback on my roguelike FPS

Hey everyone! I’ve been working on Riftbreaker, a first-person roguelike shooter built in Unity. The idea is a modern armed expedition fighting its way through ancient temples full of fantasy creatures.

It started as a pretty basic arena shooter, but I wanted exploration and weapon choices to matter more. Here’s where it is now:

  • Two weapons per run. Pick your pair before starting and commit to it.
  • Weapon evolutions. Turn your guns into different builds with fire, frost, lightning, corrosion, and void effects.
  • Stacking relics and talents that interact with your weapons and abilities.
  • Connected temple levels with corridors, courtyards, stairs, and tombs between encounters.
  • Nine enemy types and bosses with three phases, including healers, pouncing spiders, and ranged threats.

The latest update focuses on the HUD and menus. The old interface felt too much like a website, so I’ve been giving it a visual style that fits the game and making combat information easier to read.

It’s still an early prototype, and there’s plenty of balancing and polish ahead.

What would make the two-weapon system interesting to you: stronger elemental interactions, more unusual weapon abilities, or enemies that push you to switch between your guns?

u/Mind-First — 1 month ago

My solo-dev duck party game passed 300 wishlists—I would love your honest feedback on the Demo

https://preview.redd.it/98n9aahcl2nh1.png?width=1179&format=png&auto=webp&s=80fca7108cff8d6118dbcaa7743409eb956f9352

Hey everyone!

About a week ago, I launched the free Demo for DUCK DUCK GONE, a party game I’m developing by myself. The game has now passed 300 Steam wishlists—332 at the last check.

I know 300 isn’t a huge number in the game industry, but for a solo developer it feels genuinely special. More than 300 people saw my strange little duck game and decided they wanted to remember it. Thank you. 🦆

The idea is simple: everyone hides an identical rubber duck in the same location while everyone else watches. Then you hunt their ducks, protect your hiding spot, and use ridiculous powers to sabotage each other.

Now I’d really like some honest outside feedback. I’ve been looking at the game for so long that it’s becoming difficult to judge it like a new player.

If you watch the trailer or try the Demo, I’d love to know:

  • Is the main idea immediately clear?
  • Does it look like something you would play with friends?
  • Which part looks the most fun?
  • What feels confusing, repetitive, or unfinished?
  • If you played it, did you want another match? Why or why not?

Please don’t feel that you need to be nice because I’m a solo developer. Thoughtful criticism is genuinely useful, especially while I still have time to improve the game.

Even if you don’t download the Demo, your first impression from the Steam page would help: What do you think the game is, and what would stop you from trying it?

Steam page and free Demo:
https://store.steampowered.com/app/5001220/Duck_Duck_Gone/

Thank you for helping the flock reach 300—and for any feedback you’re willing to share. 🦆

reddit.com
u/Mind-First — 1 month ago
▲ 13 r/WholesomeGames+3 crossposts

I’m a solo developer making a party game where you hide a duck, search for everyone else’s, and lie about it — the Steam page is finally live!

Hey everyone!

I’m Tony, the solo developer behind DUCK DUCK GONE, and after a lot of building, rebuilding, debugging and suspicious quacking, the Steam page is finally live.

DUCK DUCK GONE is an online party game for up to eight players.

The idea is simple:

  • Hide your duck somewhere in the room.
  • Search for everyone else’s duck.
  • Use powers to cause problems.
  • Pretend you definitely didn’t hide yours behind the most obvious chair imaginable.

The game has different modes, multiple maps, bots for testing or filling empty seats, proximity voice chat and a reveal at the end that exposes everyone’s questionable hiding decisions.

I’m building the game mostly by myself, so reaching this point feels enormous. There is still plenty to improve, and I’m currently polishing the gameplay, testing multiplayer and adding the final layers of sound, feedback and chaos.

The game is Coming Soon, but the Steam page is now available:
https://store.steampowered.com/app/5001220/Duck_Duck_Gone/

If it looks like something you would play with your friends, adding it to your wishlist would genuinely help this tiny solo-dev project become easier to discover.

I’d also love honest feedback:

Does the idea sound fun, and where would you hide your duck?

Thanks for taking a look. I’ll keep sharing gameplay and development updates as the game gets closer to release!

— Tony

u/Mind-First — 3 months ago