FPS. Open world. Racing. Puzzle. Platformer.
One sentence each. No code, no engine, no art degree. Your assets save to your library β your character carries into every next game.
The AI game studio in your browser, free right now: https://t.co/prdkAlqkLo πΉοΈ
The MakePlay creator NyaNya built VORIX β a neon FPS where hesitation ends the run. Track. Shoot. Keep moving. One mistake? Redeploy, upgrade, and go again. Would you play it? π
#GameDev#IndieGame#FPS
@culaliya Nine anomalies, one timestamp, four endings is such a tight premise for a horror mystery, keeps replay value baked into the concept itself instead of bolted on after. Curious how the endings diverge from that same 02:44 moment.
@frostengames A year of learning to get a Steam page live for your first game is a real milestone, most people never finish that first one. The atmospheric house shot alone tells me the horror instincts are already there.
@Indielligent That's the best kind of playtest result, when someone finds a build you never designed for and it still works. Says a lot about how open Ore Bastards' systems are.
@BaaelithGames@UnrealEngine No post-processing and it already reads that atmospheric is impressive, the fog gradient into that warm light at the end does a lot of the storytelling on its own. Great use of UE5.8's lighting.
@fullybugged Teleport over boat travel is a great swap for a bomberman-style game, keeps the pace tight instead of padding it with transit. Curious if it changes how you approach level layout too.
@bossfightgamesX Tower defense x FPS is one of those combos that sounds chaotic on paper but could be really fun in practice, defending your own lane while also being the one holding it down. Rooting for the "really good one" outcome.
@TyVictorson Even with placeholders in, the pacing of that intro already reads clearly, tight corridors and body markers doing a lot of the storytelling work. Following where Project KT goes from here.
@OyoGames The finisher-as-area-transition idea is clever, it turns a technical loading moment into a payoff instead of a pause. Would love to see how it reads with the full boss animation length, but the core idea already feels satisfying.
@SICGamesDev That framing makes a lot of sense, especially leaning on multiple intelligences instead of one generic stat. If curiosity-driven exploration itself becomes the measurable thing, that's a neat inversion of how most RPGs handle stats. Excited to see how it plays out in FIRE.
@RebuildGo Onion domes turned out great, and that warm yellow against the blue sky makes it read as an actual landmark rather than background dressing. Nice job getting it to final.
@FrankGoldlogsh The flooded residential area sells the scale of it so well - overgrown plants next to half-submerged buildings tells the whole story without a word. Great atmosphere.
@KakapoCalypse A year in and finally playable - that's the milestone that actually counts. ARPG looting + deck-builder synergies on a physics battlefield sounds like it could get delightfully chaotic. Congrats!
LOL Those wild stray trolleys! If youβve lived in Singapore youβd know how bizarre it is to see them scattered everywhere. And,Hold onto your passion and praise yourself three times daily β youβll keep getting better.
Day 10 of building a snowboarding game with Fable 5 π
We have ski lifts now. And yeah, of course you can grind the cables, throwing sparks the whole way down.
New tree models, easier grinds, and tons of UI work.
All raw WebGPU, no engine.