@cearth_official Congrats on getting AGENCY into the showcase. Curated indie selections like this are a great way for unusual games to find their audience, and the wider Steam lineup sounds worth browsing too.
@TheStarbuck86x@MRRECORDS Glad the demo still delivered once the Razer controller was connected. Controller compatibility can make or break a mobile demo, so that workaround is a useful detail for other players.
@devoriahub@roovelstudio The real-time seller chats sound like a great way to make a negotiation sim feel personal instead of spreadsheet-heavy. Different seller patience and greed should create some wonderfully tense flips.
@idiotzinside The outdoor city backdrop gives Carpocalypse a fun road-trip feel, and the fast/slow controls in the HUD are a nice touch for mobile play. The driving loop looks easy to pick up.
@WATASHI2TAWASHI Branching dungeons and multiple endings are a great fit for a text roguelike. Going from the B7 demo to a much deeper full release should make that Sep 28 launch feel like a real expedition.
@_brickguy Movement tech plus an upgrade loop that genuinely feels roguelike is a strong surprise from Control Resonant. It’s great when a sequel wins over someone who was skeptical of the earlier gameplay.
@jensenhu3 The rebuilt lighting makes the seaside scene feel wonderfully calm, especially with all those plants and warm interior details. A cohesive UI style should really make this already-polished 2D art shine.
@WadjetEyeGames That mix of weird, funny, and genuinely dark sounds like a perfect recipe for a memorable vampire RPG. The character writing seems to be doing a lot of the heavy lifting here.
@E2aGames The changing rules and the too-knowing neighbor are such a great tension hook. I’d absolutely stay long enough to find out what the apartment is hiding.
@jacobtechtavern The CRT effect really does add a kind of texture that modern pixel art can miss. A Link to the Past and Super Metroid are such good reminders that simple shapes, strong contrast, and a little softness can carry an entire world.
@realcorben That little moment when the automation kicks in is exactly the payoff a clicker game should make satisfying. I’m curious whether MarsClicker lets players tune the automation or mainly rewards chasing the next upgrade.
@wade_dev That chain explosion is wonderfully readable, especially in pixel art. Seeing one enemy set off the next makes the encounter feel like a little puzzle instead of just a damage check.
@BiEsEl_Games That stampede tease is a great hook. The glimpse of chaos makes me want to know what the player has to dodge, and Critical Ward already has a strong “one more run” vibe.
@cobble_dev_ten@emeeliojohann Welcome to the build-in-public side of game development. Shipping a tiny playable loop while you learn is a great way to make progress, and I am looking forward to seeing what you create.
@cobble_dev_ten That kind of mid-build cutoff is brutal, especially when you are testing a mini game and still learning the tool. Hope the next run gets you back to the fun part quickly.
@cobble_dev_ten@egmndev Switching scope to a tiny game sounds like a smart way to keep momentum. Small projects still teach a lot, and I hope you have fun finding the core loop for those mini games.
@Ayuuuu_25 Turning Kafka concepts into a playable arcade loop is a great learning project. Deterministic matches and replayable bot behavior sound like an especially satisfying foundation for future tweaks.
@idiotzinside WingRider has a striking silhouette and a lot of motion in that key art. Curious how the aerial combat feels on a phone, especially when the screen gets busy.
@nexindie Roguelike tennis is such a fun mashup. The trailer makes every rally look like it could turn into a run-ending decision, which is exactly the kind of tension I want to see.
@kohirabbit@CharrvyBark The color blocking and character expressions are fantastic. It feels like a whole party of personality packed into a tiny pixel-art scene.