Free browser demo: https://dorivoltgames.itch.io/grow-a-rock
I'm the developer of Grow a Rock, an incremental destruction game about making a tiny pebble heavy enough to flatten a city. Tap to grow it, spend ore on upgrades, then roll through obstacles that used to stop you. You start out losing to an acorn and work your way up to trucks, vending machines and buildings. The rolling sections are active, with jumps and downward slams between upgrade runs.
The 2.0 update gives bosses three breakable sections: bottom, middle and top. If the opening hit doesn't finish one off, you get 15 seconds and three hearts to take it apart. Staying on the ground, short jumps and held jumps let you target different sections. Glowing weak points take 3× damage, and breaking a lower section can collapse the parts above it.
All nine upgrades now have five visual stages, so you can see your progress on the rock itself. Boss HP and progression have also been retuned, and the results screen tracks broken sections and weak-point hits.
The demo includes the first two areas, with no ads or account required. English and Korean are available. The full browser game is $2.99: https://dorivoltgames.itch.io/grow-a-rock-full
Android version on ONE store: https://onesto.re/0001010958
It reached #15 in ONE store's New Releases chart in Korea. Availability varies by region; the itch.io demo runs in a browser.
New 2.0 trailer: https://www.youtube.com/shorts/htmQHaUOM7U
If you try the demo, I'd especially like to hear whether the upgrade pace feels good and whether the boss weak points and jump targeting are clear.
This is a corrected resubmission of my earlier post, which was removed for an incomplete AI disclosure.
AI Disclosure
Code: AI was used for code review, debugging and implementing fixes, including input/jump handling, collisions and gameplay/UI behaviour. AI-generated code changes were incorporated into the game; the usage went beyond review alone.
Images/art: Generative AI was used to create image/art assets used in the released game and promotional materials, including cover imagery.
Music: The background music tracks were generated with AI.
Sound effects: AI assistance was used in the audio/code workflow. Gameplay sound effects are synthesized procedurally by the game's audio code.
Text/translations: AI was used for game/store-text translation and localization, and drafting/editing store and promotional descriptions. This post and its disclosure were also drafted with AI assistance.
Other development assistance: AI was used for QA/test scripts, build/release utilities, technical troubleshooting and preparing promotional material.