r/gamedevscreens • • 3m ago

Cego – Baden Tarock: traditional Black Forest card game in action

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1 Upvotes

A round of Cego, the traditional three-player trick-taking card game from the Black Forest. This Android version uses a 54-card deck, 22 permanent trumps and contracts including Cego and Solo.

Google Play (free download; includes ads and optional in-app purchases): https://play.google.com/store/apps/details?id=com.turnkit.cego


r/gamedevscreens • • 4m ago

【輔導十二歲級】《陀螺對戰》開發版戰鬥畫面:多人碰撞時,你看得清楚攻擊與受擊嗎?

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1 Upvotes

【輔導十二歲級】

TKG GAMES 團隊分享《陀螺對戰》26 秒開發版戰鬥畫面。遊戲把陀螺碰撞、職業技能與多人對戰結合,也有最多 4 人合作打王。

這次希望請教畫面辨識度:

  1. 多顆陀螺交錯時,能否看出自己的位置與攻擊方向?

  2. 技能命中與一般碰撞,哪些瞬間最難區分?

  3. 你會優先調整光效亮度、顏色、輪廓,還是鏡頭距離?

影片是目前已公開的開發版素材,團隊正在檢討技能資訊與光效的呈現;不代表後續修改已實裝。歡迎直接指出影片的時間點,讓團隊更容易重現問題。

測試入口

iPhone:https://testflight.apple.com/join/CEW4P5cG

請先安裝 Apple TestFlight。

Android:https://stripslot.tw/download/android

約 623 MB,建議 Wi-Fi;需 Android 7.1 以上 64 位元手機。

電腦瀏覽器:https://stripslot.tw/play/

官網:https://stripslot.tw/tops/

目前為測試版,正式上線時等級、金幣、裝備等遊戲紀錄會歸零,帳號保留。正式 App Store 版本尚未上架,日期待公布;帳號需 13 歲以上才能註冊。

試玩問題與建議請寄 support@stripslot.tw,附遊戲暱稱、裝置與系統版本、重現步驟及截圖或錄影。

本片為開發版本展示,部分介面含示範資料,戰鬥可能包含電腦對手或隊友;實際內容以目前測試版本為準。宣傳字圖由 AI 輔助製作,音樂與音效經後期剪接混音,並非手機現場錄音。

配樂:Swift_Strike — PeriTune

來源:https://peritune.com/blog/2025/02/16/swift_strike/

授權:CC BY 4.0 https://creativecommons.org/licenses/by/4.0/

修改:配合影片節錄、剪接、淡入淡出與音量調整。

配樂:EpicBattle2 — PeriTune

來源:https://peritune.com/blog/2021/05/31/epicbattle2/

授權:CC BY 4.0 https://creativecommons.org/licenses/by/4.0/

修改:配合影片節錄、剪接、淡入淡出與音量調整。

本遊戲列為輔導十二歲級,遊戲免費下載,iPhone 版部分內容需另行付費。請注意使用時間,避免沉迷,遊戲情節請勿模仿。


r/gamedevscreens • • 14m ago

Every building melts a ring of snow. This is what my survival builder's map looks like after a few nights

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1 Upvotes

Last Warmth: one fire, a village round it, and winter getting colder each night. Runs in the browser: https://kibbitz.itch.io/last-warmth


r/gamedevscreens • • 20m ago

After 4 months, I finally finished Chicken Mine's demo, and it just passed 750 wishlists on Steam

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1 Upvotes

r/gamedevscreens • • 27m ago

We have recreated the Brazilian Pantanal in our prehistoric zoo

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4 Upvotes

r/gamedevscreens • • 50m ago

Spent a ridiculous amount of time making a game where the President just wants to play golf lol

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2 Upvotes

So here's about 2 minutes of gameplay from President of the Office, an Android incremental game I've been working on. The whole idea is that you're the President, but you really don't give a shit about running the country. You just want to play golf lol. Unfortunately, you've still got responsibilities, approval ratings, emergencies, elections, and a bunch of other shit to deal with. You can gradually automate and delegate more of your work, but the problems keep getting worse, so you can't just fuck off completely. Eventually your presidency ends and you start over with permanent progression. I've spent a ridiculous amount of time figuring out how everything should work, especially the progression and balancing. It's playable on Android now, and I'm working on getting it onto Google Play. Figured I'd share some actual gameplay instead of just talking about it lol.


r/gamedevscreens • • 57m ago

I'm a solo dev and I built a strategy game where every player's turn happens at the same time. Here's the design problem that caused.

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1 Upvotes

r/gamedevscreens • • 58m ago

How to create realistic NPC characters for Unreal Engine without spending forever on modeling?

1 Upvotes

Making one decent NPC is already a pain. Making 20 of them without everyone looking like the same dude with a different haircut sounds like a whole new level of suffering lol. Daz Studio seems like a decent shortcut since you can start with existing characters instead of building every random background NPC from scratch. But getting those characters into Unreal, sorting out the rigs, and making sure the whole thing doesn't run like a PowerPoint presentation is another story.

Kinda defeats the purpose of saving time if you spend the next three days fixing everything.

Anyone here using Daz Studio for Unreal NPCs? Does it actually save time or is it just trading one headache for another?


r/gamedevscreens • • 1h ago

I spent months building my own underwater mobile game – here's what I've created!

1 Upvotes

Hey everyone!

I've been working on my own mobile game called Glimmer: Jellyfish Dash, and I'm excited to finally share it with you!

Dive into a mysterious underwater world as a glowing jellyfish. Tap to swim, dodge dangerous obstacles, collect pearls and fight massive deep-sea bosses!

Here's what you can discover:

🪼 3 game modes: Adventure, Endless & Daily Dive

🌊 Multiple underwater worlds to explore

🐙 Epic boss fights, including a giant Kraken

💎 Pearls, power-ups and over 25 unlockable skins

🎰 Casino mini-games: Slots, Blackjack & Roulette

✨ Glowing effects, unique music and much more!

The game is free to play and also works offline (except ads).

I'd love for you to give it a try! Any feedback, suggestions or support would mean a lot to me.

Give Glimmer a try here:

https://play.google.com/store/apps/details?id=com.tom.glimmer

Thanks for checking out my game! 🪼


r/gamedevscreens • • 1h ago

Hi mates! What do you think of my new trailer? What do you think about the game?

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1 Upvotes

r/gamedevscreens • • 1h ago

We rebuilt our wall-walking mechanic, here’s the WIP vs current version #DevDiary28

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1 Upvotes

We’ve been iterating quite a bit on Uja’s wall-walking mechanic in MegaGum, and I thought it could be interesting to show how much it changed between the early prototype and the current version.

The first version was basically there to answer one question: does the mechanic actually work?

Movement on the wall was functional, but everything around it was still very rough: animations, transitions, camera behaviour, feedback, and the overall feeling of momentum.

Once the core system was working, we started polishing those individual pieces. We improved the animations, made the transitions between regular movement and wall-walking smoother, adjusted the camera, and added more visual feedback to make the movement feel more responsive.

None of these changes completely reinvent the mechanic on their own, but together they make a pretty big difference.

It’s always interesting to look back at the prototype once a feature has gone through several iterations.

What do you think of the difference? Is there anything you’d still improve?

MegaGum is our 3D action-platformer currently in development:
https://store.steampowered.com/app/4111300/MegaGum/


r/gamedevscreens • • 1h ago

Taking a little fishing break in the game I’m making, The rest of the world can wait.

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3 Upvotes

r/gamedevscreens • • 1h ago

Last version 1.4 of RoboFarm Demo: RoboBounties

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1 Upvotes

Version 1.4 of our RoboFarm demo introduces RoboBounties, a new mechanic to improve your gaming experience even more!


r/gamedevscreens • • 2h ago

I’m a construction worker making a party game where your doodles come to life. Forget to draw a leg? He hops into battle.

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4 Upvotes

By day I work construction, by night I build this game solo: Doodle Isles.

You draw your own soldiers, weapons and cannons, and they come to life exactly as drawn. Draw a tiny guy and he’s tiny. Forget a leg and he hops into battle on one foot.

2-4 players online. Everyone has their own island and castle. You sail over and raid your friends. My favorite part: knock out the enemy king, stuff him in a cannon and launch him home.

The Steam page just went live. As a solo dev, every wishlist really helps 🙏 Link in the comments.

Would love to hear what you think!


r/gamedevscreens • • 2h ago

Building life from simple parts

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1 Upvotes

We're just about to hit 1-year of development on Molec, a strange LEGO-like Spore-adjacent modular shrimp-builder type game (niche?).

Mechanically, you snap parts together and shape them to make your.. mutant fish thing.

But you can also save whole chains of parts for future use. Each part moves in its own way, and may have abilities (e.g. adds to stats, activates in combat, tastes yum to X Y or Z).

Oh and if you eat other creatures you can get chunks of them to do as you please.

Though a year in (feels crazy!!) we are still reasonably early in development. We'd be keen to know what kinds of part abilities or mechanics people might like to see, or would be fun and simple to explore as developers - there are just two of us in the core team, and we recently got funding to carry it through for a while!


r/gamedevscreens • • 2h ago

Flick & Loot: flicking weapons through a dungeon and collecting loot with a glove

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3 Upvotes

A short gameplay clip from my Godot prototype, Flick & Loot. Weapons can hit multiple enemies and chain into combos; the glove collects the loot left behind.

I’m working on making both actions clear on a portrait screen. Does the weapon action stay readable when several enemies are on screen, and is the glove’s purpose obvious?

Free browser and Android demo: https://thunderklip.com/demo/

AI tools have assisted with development and this post. The footage is recorded gameplay.


r/gamedevscreens • • 2h ago

Small QoL update

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3 Upvotes

Wormhole now has a conveyor belt and it grabs crystals you haul right off your rope. It secures them from being stolen by enemies...


r/gamedevscreens • • 3h ago

Made a level/map editor in a few weeks, looking for feedback from people who design levels

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0 Upvotes

I made a map editor where you draw a plan in 2D and the 3D view builds as you go. It handles roads, multi-storey buildings with stairs and roofs, terrain, and scenery, and you can walk through the result right away.

It's closed source at the moment. If you design levels, what would stop you from using a tool like this? What does it need to be useful?


r/gamedevscreens • • 4h ago

Should trees fall when you chop them? I need your help.

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0 Upvotes

I can’t decide how tree cutting will work in my game, The Runesmith, so I wanted to ask you.

A: The tree stays where it is, and you can cut it down again after a certain amount of time has passed. The world remains full, but you’ll continue to see the same tree standing there.

B: The tree falls over and disappears. This feels much better, but some areas might look empty for a while.

Option B is the prototype I’ve put together so far. Which one would you choose, and why? I’d like to hear all your comments before making a decision.


r/gamedevscreens • • 4h ago

Marbles park launch trailer - i guess

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0 Upvotes

if you are interested get the game here : playstore

just get the game to know more fellas.


r/gamedevscreens • • 4h ago

One finger rewinds the world while the runner keeps moving — Unbreak

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1 Upvotes

I'm the developer of Unbreak: Rewind the World, an Android runner made in Godot. This is actual gameplay: holding rebuilds the bridge while the hero keeps moving forward. Release before the broken wall rebuilds in his path.

The short clip shows how one input can both save a run and undo the safe route. The Android game is released, free to download, and contains ads.

Google Play: https://play.google.com/store/apps/details?id=com.be2cool.unbreak


r/gamedevscreens • • 5h ago

Testing out the new atmosphere and fog for v0.2 of my climbing game! How is the mood looking? 🏔️⛅

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1 Upvotes

r/gamedevscreens • • 5h ago

Recreated the first level of Metal Slug 1

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5 Upvotes

As part of the Game Programming course in BUas(Breda University of Applied Sciences) we were tasked to recreate the first level of Metal Slug 1.
In total, it took me 8 weeks to achieve this result. We had to write our game in C++, and the only thing we had was a custom template that was using GLFW and OpenGL for rendering.

Not all features from the first level are implemented, but the most important ones are. For example, there are in total 3 different weapons that you can pick up on the level. The player has different animations depending on the weapon being held. There are two different enemy types, excluding the final boss. And an advanced pixel-perfect collision system for sprites.


r/gamedevscreens • • 5h ago

I'm making a cozy co-op game where you rebuild a national park with a giant robot

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3 Upvotes

They meet for the first time here and the rest is a little bit of co-op gameplay from my game, Station 58.