▲ 7 r/TrGameDeveloper+1 crossposts

I'm making an incremental game about grinding spices with a mortar and pestle

Hey everyone!

For the past 3 months I've been working on Spice Pound, small cozy incremental game about grinding spices with a mortar and pestle.

You run the seasoning station in a busy restaurant kitchen. Hold to pound, the spice slowly cracks and turns to powder, it goes into the soup, and a fresh bowl comes in. That's the whole core loop, and I wanted it to stay that simple. What grows is everything around it:

- 16 spices to unlock, from salt and pepper all the way up to saffron and nutmeg

- 35 pestles across 10 families: olive wood, marble, cast iron, jade, even a meteorite one

- Mortars, soup bowls and mats to collect, and each one actually helps you grind

- A little clockwork grinder that fills sacks of spice while you're busy at the mortar

There's no fail state, no timers, nothing to lose. It's meant to be the kind of game you put on next to a podcast and just enjoy the crunch.

The idea started in my own kitchen while I was pounding pepper for a soup. I made a tiny prototype with just one mortar and a hold-to-pound button, ended up playing it way longer than I expected, and it slowly grew from there. I'm a solo dev, and this is my second game.

Also, all the illustrations are hand-drawn and carefully researched.

The Steam page just went live, and I'm planning to put out a free demo very soon. If it looks like your kind of thing, a wishlist would honestly mean a lot. I'd also love to hear what you think, especially about the pounding. Does it feel satisfying to watch?

Steam: https://store.steampowered.com/app/5191230/Spice_Pound/

u/RoltDev — 4 days ago

I'm making an incremental game about grinding spices with a mortar and pestle

Hey everyone!

For the past 3 months I've been working on Spice Pound, small cozy incremental game about grinding spices with a mortar and pestle.

You run the seasoning station in a busy restaurant kitchen. Hold to pound, the spice slowly cracks and turns to powder, it goes into the soup, and a fresh bowl comes in. That's the whole core loop, and I wanted it to stay that simple. What grows is everything around it:

- 16 spices to unlock, from salt and pepper all the way up to saffron and nutmeg

- 35 pestles across 10 families: olive wood, marble, cast iron, jade, even a meteorite one

- Mortars, soup bowls and mats to collect, and each one actually helps you grind

- A little clockwork grinder that fills sacks of spice while you're busy at the mortar

There's no fail state, no timers, nothing to lose. It's meant to be the kind of game you put on next to a podcast and just enjoy the crunch.

The idea started in my own kitchen while I was pounding pepper for a soup. I made a tiny prototype with just one mortar and a hold-to-pound button, ended up playing it way longer than I expected, and it slowly grew from there. I'm a solo dev, and this is my second game.

Also, all the illustrations are hand-drawn and carefully researched.

The Steam page just went live, and I'm planning to put out a free demo very soon. If it looks like your kind of thing, a wishlist would honestly mean a lot. I'd also love to hear what you think, especially about the pounding. Does it feel satisfying to watch?

Steam: https://store.steampowered.com/app/5191230/Spice_Pound/

u/RoltDev — 8 days ago
▲ 8 r/IndieGameWishlist+1 crossposts

My first game has almost reached 100 wishlists, of course I'm not giving up

I've been trying to market my first game for about a month now. I've learned a lot in the process; maybe it won't make this game a success, but it will definitely be useful for my future games.

For a game to be successful in the marketing phase, it needs to find the most compelling launchpoint, even while it's still just an idea.

Especially after releasing the demo, I started noticing small improvements in both social media shares and publisher feedback. Now Steam Next Fest is approaching. Let's see if I can gain some momentum.

u/RoltDev — 4 months ago

I got nearly as many wishlists in one day as I had in 3 weeks. Here's why!

Three weeks after launching my Steam page, the wishlist numbers were disappointing. Then I released the demo.

On the first day alone, my total wishlist count nearly doubled.

If you're making a game in a casual or competitive genre, a playable demo isn't optional. It doesn't matter how polished your Steam page is. People need something real to hold onto before they'll wishlist.

If you're in the same position I was, my advice is simple: move your demo launch as early as you can.

If you want to try it yourself, the demo is here (apparently there's more to it than the Steam page suggests)
https://store.steampowered.com/app/4659340/Nullvein_Incremental_Mining_Evolution/

u/RoltDev — 5 months ago
▲ 7 r/incremental_games+3 crossposts

After months of playing my own game alone, someone else can finally play it today. Nullvein demo is live!

Solo dev here. I've played Nullvein hundreds of times during development but I'm completely blind to what a first-time player actually experiences.

Be merciless. Bugs, balance issues, pacing problems, I want to hear all of it. This community has taught me more about incremental design than anything else, so your feedback genuinely matters.

Nullvein is a incremental mining game:

  • Mine ore blocks with mouse hover
  • Progress through a skill tree to get stronger
  • Hunt the Firestone, a brutally rare RNG drop that upgrades your pickaxe
  • Reset, go deeper, repeat

The demo is ~30-60 minutes of gameplay. I'm planning to launch after Steam Next Fest in June.

Links (Wishlist if you enjoy it means everything to a solo dev 🙏)

Steam: https://store.steampowered.com/app/4659340

itch: https://roltgames.itch.io/nullvein

u/RoltDev — 5 months ago

Two weeks and only 21 wishlists, I must have made a mistake.

I'll be releasing a demo of my game in a few days and I hope to gain some momentum before Next Fest. But considering I've only gained 21 wishlists in the two weeks since opening my Steam page, I must have done something wrong.

If you could review my page and share your harshest feedback, maybe I can improve things.
https://store.steampowered.com/app/4659340/Nullvein_Incremental_Mining_Evolution/

u/RoltDev — 5 months ago

Hey fellow gamers! I've been working solo on this 2D neon mining game and finally have a trailer to share.

The core loop is all about hovering over nodes to break them, managing tight 16-second rounds, and pushing your multipliers as high as possible. I really wanted to nail that cozy but action-packed feeling with the neon aesthetics.

What do you think of the art style and the UI? Any feedback is super appreciated!

If you enjoy chill games with big numbers, you can check it out and wishlist it here:
https://store.steampowered.com/app/4659340/Nullvein_Incremental_Mining_Evolution/

u/RoltDev — 5 months ago
▲ 7 r/SoloDevelopment+1 crossposts

Hey everyone!

I wanted to share some gameplay from Nullvein, a chill cyberpunk incremental game I'm working on.

Instead of traditional clicking, your pickaxe auto-hits on a timer! You simply drag your cursor over the nodes to break them as fast as possible. As you progress, you unlock a massive skill tree, use lucky charms, and trigger massive multiplier chains to completely flood the screen.

Just wanted to show off the visual style and the core loop. Hope you enjoy the neon vibes! (You can find it on Steam if this looks like your kind of game). 👾

u/RoltDev — 5 months ago