I made a zoomed-in video of the game to show gameplay. Now I don't know how to explain that the game actually shows the actual image at a different scale.

I have a gameplay video for a full Steam description, zoomed in at x3. From the comments, I realized people don't understand that the x3 zoom is for display purposes and isn't in-game. There are full-screen screenshots on the Steam page, though. What should I do? Maybe a second video with just a walkthrough? And yes, in that type of game (~Lode Runner), a full-screen map view is very important. You need to be able to see where the resources are, where the enemies are, where the exit is, etc.

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u/e140games — 8 hours ago

Working on a special level pack featuring classic game tributes for my indie puzzle game. Couldn't resist bringing Big Daddy. [OC]

u/e140games — 6 days ago
▲ 48 r/Portal

Working on a special level pack featuring retro game tributes for my indie puzzle game. Couldn't resist making a tribute to the best puzzle game ever!

u/e140games — 6 days ago

A level from the "Museum of Old Games" campaign. I'm working on an indie project and couldn't resist adding it.

u/e140games — 6 days ago
▲ 25 r/Doom

My game has a campaign called 'Museum of Old Games'. These levels are dedicated to Doom 2.

u/e140games — 7 days ago

Duke Nukem Forever!

This is level art from the game Lode Builder (Museum of Old Games campaign).

u/e140games — 7 days ago

How do you find players for a game based on an 80s classic? (Lode Runner with building)

I’m currently developing a game that is a modern evolution of the classic Lode Runner mechanics.

The game uses a strict 23×38 pixel grid, just like old-school games, but I added three new mechanics:

  1. Building ladders to climb up.
  2. Stretching chains to go sideways.
  3. A "Big Fire" gun to destroy modern robots and burn through floors.

In the original game, level design was super strict—one wrong step and you lose. In my game, you collect resources on the map and build your own ways out. It turns a rigid puzzle into a tactical action game.

I don’t know where to look for my audience.

  1. Older players who remember ZX Spectrum or NES have nostalgia, but they are hard to find.
  2. Younger players might look at the retro grid and just think "oh, another old clone," missing the new building mechanics.

A few questions for you:

  1. If you made a game based on 80s/90s classics, where did you find your players?
  2. Should I focus on the "nostalgia" crowd, or the "Mario Maker / puzzle" crowd who likes building things?
  3. What should I show in short TikTok/Shorts videos? The beautiful pixel-art levels or the chaotic robot burning?

Thanks for any advice!

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u/e140games — 9 days ago
▲ 5 r/nes

I never owned a NES as a kid (was a ZX Spectrum guy), but for my modern NES Lode Runner tribute project I decided to hand-craft a physical Famicom-style cartridge as part of a custom gift set.

u/e140games — 10 days ago

The ZX Spectrum was my first computer. Now I am making a game based on ZX Lode Runner on PC, but that's not the main thing. I created a campaign called "Museum of Old Games" and of course it features the games of my childhood. Will you be able to recognize them all?

u/e140games — 11 days ago

Remember Lode Runner? Here is how adding building and resource management completely changes the formula.

Hey everyone!

If you remember the classic Lode Runner, you know the drill: collect gold, dodge robots, and find the exit. But in my project, Lode Builder, I wanted to completely reshape how you solve these levels by introducing a strategic building and resource economy.

The core puzzle mechanic revolves around scarcity and smart tool application:

- Supply Crates: You can't just build infinitely. You must find crates on the map to get your building materials: ladders (to move up), chains (to cross gaps horizontally), and Big Fire (to burn rows of bricks).

- Resource Management: You have to calculate every single placement. If you waste a ladder early on, you might not have enough resources to reach the final gold bars or the exit.

- Hidden Mechanics: Materials are often buried inside the walls. You need to explore and search for them.

- The Radar: Some levels feature a radar system to help you map out the hidden stash.

- Robot Behavior: Pay close attention to the enemies! If a robot walks over a hidden resource buried in the ground, it will do a little hop, accidentally revealing the exact spot to you.

I’ve attached a few screenshots showing how resources are scattered across the map and how the level layout functions as a tactical puzzle.

The game is not released yet, but you can find it on Steam by searching Lode Builder and add it to your Wishlist! I would love to hear what you think about this tactical twist on the classic formula.

u/e140games — 13 days ago