en mi jueguito podes dar vueltas las escopetas como si fueras schuarseneger (o como se escriba) en terminator 2
no se pero a mi me parece re polenta
si a uds le gusta denle wishlist en steam, HEADCUTTER se llama
no se pero a mi me parece re polenta
si a uds le gusta denle wishlist en steam, HEADCUTTER se llama
I've been working on a solo game called Tidebound.
It's a hand-painted watercolor 2D platformer built around the idea that the protagonist's internal state changes the world around her.
Rather than treating the environment as a static backdrop, I'm designing the game so that things like:
can change as the protagonist moves through the world.
I'm aiming for a painterly, atmospheric experience with very little visual UI and a continuous world rather than traditional stage transitions.
I'm building it solo and I'm currently figuring out the visual direction and environment pipeline. These are five of the first environments I've created.
I'm particularly interested in whether the visual language communicates the idea of a world that can fundamentally change around the player.
Tidebound ... The world changes with you.
In this game you bring the Freedom of Car Dependency by turning cities into giant parking lots and convincing people to pay you for it.
And no, it's not written in Assembly, it's written in C++, haha.
If you're interested, you can wishlist the game on Steam, and play on October 9th: https://store.steampowered.com/app/3031880/Car_Park_Capital/
Ciao a tutti, da un po' sto sviluppando Ribbit, un action platformer ispirati ai classici come Kirby e Mario.
Sarà compatibile sia con Game Boy (a 4 colori) che con Game Boy Color, e sto lavorando ad una demo del primo mondo che rilascerò (spero) a breve.
A presto!
Hi, I'm the solo developer for Frame of Suffering - or as I like to call it, my "Diablo with Mechs" game.
I'm heavily developing the game, so a lot of stuff is still bound to change, but I just wanted to show an early boss fight where we can see some mechanics, as well as switching between the Pilot and Mech Suit (Frame). This is one of the core features of my game, in which you progress the pilot and your Frame to create some cool builds and combat styles.
I also have a lot of customization options for the pilot and your Frame - from switching out Frame parts that visually change how the Mech Suit looks, to fully changing the pilot's equipment.
Hopefully, I will manage to prepare a demo sometime at the beginning of next year. In the meantime, if you are interested and want to know a bit more about the game, here is the link to my Steam page: https://store.steampowered.com/app/3844300/Frame_of_Suffering/
POLYSTRIKE is officially revealed.
A competitive 5v5 top-down tactical shooter where information, positioning, sound and teamwork matter more than raw reflexes.
For years, we've been building POLYSTRIKE together with this community. Day by day, update by update, your feedback, support and excitement have helped us keep pushing forward.
Today is a huge moment for us, and if you've been following POLYSTRIKE through all these years, we'd really appreciate your support now.
❤️ Wishlist POLYSTRIKE on Steam
Share the trailer with your friends and family
Tell people about the game and help us spread the word
Every wishlist, share and comment genuinely helps us at this stage.
And this is only the beginning. We have a lot of exciting news to share with you in the coming months, and most importantly, we're working hard to deliver a game that will be worth the wait.
Thank you for being here with us.
Welcome to the next chapter of POLYSTRIKE. ❤️
Steam:
https://store.steampowered.com/app/3254300/POLYSTRIKE/
Gameplay Reveal Trailer:
https://youtu.be/L8Wt_X9HqIU
Actually if every person here just wishlist my game my life will be asure
https://store.steampowered.com/app/3325870/The\_Knight\_of\_The\_Kingdom/
the only reason I play city builder games is to end up building road networks, so I made it the whole game :D
inspired by
Fog'n'Silence is inspired by Kenshi, Death Stranding, Outer Wilds, and a bit of Project Zomboid.
Our Steam page recently went live so any questions/criticism/feedback is appreciated.
Steam page for those who may be interested: https://store.steampowered.com/app/4906320/FognSilence/
Peg Champ launches in just 6 days on Steam, but you can play the demo right now! I'd love any feedback you have on the game, especially the incremental mechanics!
https://store.steampowered.com/app/4936660/Peg_Champ/
AI Disclosure: I used some ai for coding, but all the art and music is human generated :)
I love getting to the end of a roguelike, looking at my pile of cards, and seeing a weird mess of synergies I had never played with before.
Sometimes you find a playstyle you like and you gun for it as often as possible. I love Body Slamming builds in Slay the Spire. But experimenting and finding those playstyles is one of my favorite parts of playing roguelikes. I wanted to really maximize the exploration phase with my game, and here's how I went about that... (TLDR at the end, this was longer than I expected).
I started, like many card game developers, by copying notes from Magic: the Gathering. Specifically, I looked at the way you can combine any number of colors in a deck. Immortal Coil's five color domains are Teal (slow and steady), Pink (ecosystem engines), Purple (scrappy spell slinging tempo), Gold (I hit hard), and Rust (control). Each color has its own variety of mechanics and importantly each color combination forms their archetypes.
For instance: Pink can discard cards from hand for Rust to use as fuel or reanimation targets. Teal's lingering spells make it easy for Purple to trigger its spell chaining mechanic. Gold's sacrificial tribute mechanic makes triggering Rust's on death keywords a lot easier. Add in another color, or do all five, and there are a ton of ways for these colors to do all kinds of wild strategies. (My personal favorite is a slow, drag-out control deck with Teal, Purple, and Rust)
You start a run by picking two 10 card starter decks and combining them. These can be the same color or two different colors, and they will determine what cards you can trade for in bazaars and battle rewards (when a card is traded, it must be traded for a card of the same color). Over the course of three acts, you will expand your deck with three new offerings of 10 cards. You can stay in the same colors, or you can branch out eventually gathering all 5.
You might be thinking- 50 cards, that's a lot! It is! Having so many cards certainly keeps each battle feeling distinct, but it is also brings a lot of inconsistency. So my game gives you another consistency tool: for each 10 cards in your deck, you also have 1 Icon Slot - the Icons go in a secondary deck which you can draw from every three rounds of battle. You might put your key synergy cards here, or maybe fill the Icons with removal cards, or maybe Item cards to reliably equip your units. In addition, each time you expand your deck, your starting hand size increases. You'll have opportunities to duplicate important cards. And of course, you can thin out your deck over the course of a run.
As you play, you'll unlock new starting decks (there are 30 total, 6 per color) and you'll unlock new cards to find in bazaars (73 per color, 365 total). You'll find Augments (the relics of Immortal Coil) to build your decks around. You will also pick one of three Edicts (cooldown abilities) at the start of each run.
Even after a year and half of playing, I am still finding new strategies I hadn't considered. I'd love to go into more of the mechanics of each color and their crossovers, but this is already really long.
Having a lot of playstyles is great, but to keep the process of experimentation meaningful, I also designed this game to be challenging. You will lose runs, even with great decks. But you will still sometimes find that absurd combo that tears through everything. My design philosophy is that powerful cards/combos should still require clever play to pull off.
TLDR - Lots of starter deck combinations, 5 colors to mix and match, thick decks with consistency tricks, and lots of hidden synergies.
Demo coming soon!
Steam: https://store.steampowered.com/app/3858030/Immortal_Coil/
Hi everyone,
We’re a two-person team of biologists working on a minimalist ant colony-management strategy game called Garden of Ants, inspired in part by SimAnt.
We’re currently expanding the ecosystem by adding new insects and other small creatures that ants can encounter, hunt, avoid, compete with, or interact with.
Our goal is for these species to be more than just enemies or decoration. We’d like them to have their own roles in the ecosystem and create different strategic situations for the colony — potential prey, predators, competitors, parasites, mutualists, or sources of resources.
The game already takes place across several connected habitats, including the underground nest, garden surface, and tree canopy. Conditions also change between day and night, so we’re interested in species whose behavior could vary depending on habitat or time of day.
We’d love to hear suggestions from people here: which insects or other arthropods would you like to see in an ant colony simulation? Are there any particularly interesting ant–insect interactions that you think would work well as game mechanics?
For context, here is the Steam page:
https://store.steampowered.com/app/3016940/Garden_of_Ants/
Thanks!
Tomas
My game KILLSEC usually uses SUPERHOT style slow-mo, but this is what it looks like locked at full speed!
I’m finishing up work on a new horror game. The protagonist is an old man living out his final days in a village.
I remember that a lot of people complained about the lack of sprinting in my previous horror game. But letting an ancient old man run around as if he were young would feel pretty weird too.
So if you sprint for too long, the old man starts coughing and takes damage. The chance of taking damage depends on the difficulty level.
I also wanted jumping and crouching to deal damage too. Bad knees, you know. But I decided that would probably be a bit too much.
Embark on expeditions across mysterious islands, choose your path, battle dangerous creatures, and combine powerful perks to create a new build every run.
Wishlist on Steam!
https://store.steampowered.com/app/3856950/Bridgelands/
We’ve been working on a new customization system for our driving game, and this is how it’s looking so far.
There’s still more we want to add and polish, but we’d love to know what you think!
Is there anything that immediately caught your attention, or something that doesn’t quite fit?
King in the mountain is a incremental minnig game with dwarfs :D
AI disclosure: No generative ai was used.