Description: Another AI rules prototype I was working on this one has about 35+ iterations on it mostly with Opus 5.5 lots of cool details and emergent behaviors, runs in a determistic simulation.
Based on classic Sega Saturn game Dragon Force.
Be sure you change the settings; night with thunderstorms looks pretty cool.
Voxel walls that destruct.
Commanders have there own behaviors lots of options, equippment.
3 Factions
Prototype Campaign mode is turn based you can mange your generals and castles.
Sandbox to mess around with gameplay.
Free to Play Status:
[X ] Free to play
Involvement: Creator
If there is any interest i plan on developing this into a Unity URP game with better VFX and artwork.
Browser. Built for phones in portrait, plays fine in a desktop browser too, after the beta I plan to release a native android/iOS app.
Description:
You draw a hand of 8 real NFL players. Play 1 to 5 of them together and they form a recipe: a WR and a TE make a short pass, three WRs make Levels, two TEs make Twin TE... Etc. Each card brings YARDS, the recipe sets a starting MULT, and your coaches sit in a row like jokers, read left to right, each one adding to or multiplying what came before. Score is YARDS × MULT, down after down, for four quarters.
The all numbers come from real games. Every Thursday the server reads each player's last four NFL games and freezes his card for the week. A receiver who had a big Sunday hits harder in your hand all week.
The boss is the previous week's best NFL defense. Its specialties cut your MULT and bend the rules: a blitzing defense lets you play only three cards at a time.
A match runs about six minutes. One ranked match a day, your best five days make your week score, practice is unlimited. Then comes Cut Day: you keep 8 cards and redraft the rest of your deck.
You need an account (email and password) because your deck and the leaderboards live on the server. Nothing to buy. Coins are earned by playing and only buy auction bids and upgrades.
Free to Play Status:
\- \[x\] Free to play
\- \[ \] Demo/Key available
\- \[ \] Paid
Involvement:
I'm the developer (backend developer by experience and a french NFL fan ^^) AI assisted (Claude and local models workflow): game design, code and the stats pipeline. The beta opened today and I'm looking for players to test it, especially if you follow the NFL or play fantasy football. Comments here are perfect, and there's a "Report a bug" button in the settings.
I'm a professional orchestral musician by day, but I've spent the last year solo-developing a multiplayer horror game called Lumen Breach. Because of my classical music background, I focused heavily on the audio engineering. The jump scares, the spatial tension, and the physiological breathing mechanics are all designed to be as visceral as possible. You will definitely want to wear headphones for this. I'm constantly resolving bugs as they come up, so watch for regular updates to the game. Also improving sound effects and adding more content.
The Day 1 Giveaway / Stress Test: I need real players to jump in and stress-test the multiplayer matchmaking. To say thanks, I am giving away 50 lifetime Crypt Passes (the premium progression track). To get one, you just have to prove you survived the blackout:
Download the game, create an account, choose a username (don't leave that blank!) and play at least one match.
Drop your in-game username in the comments below (or pm me your login email) and tell me which mask "scared" (attacked) you (or which one you used to get points or win with). While you startout with one scare mask (offense), you can collect multiple others.
I will manually flag your account with the lifetime pass in the database.
Game Title: Lumen Breach Playable Link:https://play.google.com/store/apps/details?id=com.donkelleymusic.lumenbreach Platform: Android Description: Lumen Breach is an asymmetrical multiplayer horror and hide-and-seek game that blends intense top-down strategy with immersive 3D raycasted corridors. Players harvest energy in the dark to survive the global blackout, unlocking a variety of monstrous masks, each featuring unique attack geometries, audio cues, and playstyles. If the servers are quiet, a dynamic AI system seamlessly backfills the lobby with bots, ensuring you never wait for a match. The game features mind-bending Euclidean puzzle hallways, high-risk "Cursed Relic" objectives, and a zero pay-to-win philosophy. Everything that affects gameplay is unlocked purely through survival and skill. I designed the physiological breathing mechanics and spatial audio tension to create a highly visceral experience.
Free to Play Status:
[X] Free to play
[ ] Demo/Key available
[ ] Paid Involvement: Solo Developer (Programming, Audio Engineering, and Game Design).
Orbital Conflict is a real-time tactical space combat game that runs in your browser, with no download and no install. Each team has bases protected by turrets, and the first team to destroy the enemy's bases wins.
During a match you pilot your ship around the map, mine asteroids, collect debris and deliver cargo back to your base. You spend the credits on upgrades for shields, hull, engines, weapons and ammo. Every so often rare and epic debris show up in zones across the map, and pirates arrive to cause trouble.
There are two ships. The Fighter is fast, fires twin lasers and carries 6 homing missiles. The Cruiser is tougher, with one stronger laser and a long-range heavy railgun. Lasers are best against shields and the railgun against hull. You can also use homing missiles, stasis to freeze a target, decoys, mines and a boost.
The link takes you straight to a 5v5 battle against bots, with no account needed. There is also a 1v1 duel to learn the controls. Ranked online 1v1, 2v2, 3v3 and 5v5 matches need a Google sign-in.
Controls: WASD to move, left click for the laser, right click or Q for the railgun, E for missiles, R for stasis, Shift/Space to boost. All keys can be rebound in the settings.
It's in beta, so I'd love feedback on how the first match feels, whether the controls make sense, how it performs on your machine, and anything that confused you.
Free to Play Status:
[x] Free to play
[ ] Demo/Key available
[ ] Paid
Involvement: I'm the solo developer. I designed and built the game, the server and the site.
Platform: iPhone, iOS 17 or later. English and German.
Description: You merge guardians on a 3x3 board and defend three lanes through five waves. A run takes about 75 seconds. Version 1.5 also adds a weekly arena with fixed heroes and levels, plus optional Game Center rankings. I'd like to hear whether the first few runs make you want another one, or where you lose interest. The game is available in English and German on iPhone with iOS 17 or later. It is free to download and play, with optional in-app purchases and rewarded videos. No purchase or rating is requested to give feedback. Even a short comment about one confusing moment would help.
Free to Play Status: Free to download and play, with optional in-app purchases and rewarded videos. No purchase or rating requested.
Involvement: I'm the developer. I used AI coding tools during development.
FOUNDER is a turn-based startup strategy game inspired by Aerobiz Supersonic on the SNES. You start with a small company and limited cash, then decide how to build a product, recruit your team, attract customers, raise funding, and compete against rival companies.
Each turn represents one quarter, and you have three action slots. You can spread your attention across different priorities or focus multiple slots on one goal. Developing your product takes time, hiring increases expenses, and raising investment means giving up ownership. Meanwhile, competing startups keep making their own moves.
You also choose a mentor who offers advice as your company develops. The goal is to make the decisions feel consequential while keeping the game approachable.
This is an early playable version, and I’m continuing to develop it. I’d especially appreciate feedback on the first few quarters: Are the choices clear? Do you understand why your cash and performance change? Which decisions feel interesting, and which feel repetitive?
Free to Play Status:
Free to play
Demo/Key available
Paid (Allowed only on Tuesdays with [TT] in the title)
Involvement: I’m the creator of FOUNDER, directing its game design, development, and testing. I use AI-assisted coding tools, and the mentor portraits were AI-generated.
What it is: classic Sudoku with a cat theme. 3,000+ puzzles across 4 difficulty levels, works offline, smart 3-step hints, and a Zen mode with no mistake limit.
The twist: Nightmare Levels pop up every so often, where a cat is in danger and you have to solve the grid before time runs out to save it.
What I'd love feedback on:
• First 5 minutes: is the tutorial clear?
• Do the Nightmare Levels feel exciting or too stressful?
• Anything confusing about the rewards (Cat Pass, chests)?
Description: The demo for my game Rome Invictus is up and I would love to garner some feedback. Much like Total War, Rome Invictus switches between managing a campaign map and massive real time battles. But it seeks areas to improve on total war games:
Features: Rock, paper, scissors type balance. Unit advancement. Drop formation and pursue. Choose your family and customize your leader. Strategem, and Diplomacy: Put rivals into debt, sow discord, proxy wars and influence the world around you.
In development not yet in demo: Manage your family, vie for control of the senate, capture enemies and negotiate their release or make a spectacle of their execution. Every action and choice influences rival families' opinion of you and your standing in the senate.
Free to Play Status:
[ ] Free to play
[x] Demo/Key available
[ ] Paid (Allowed only on Tuesdays with [TT] in the title)
Description: Everybody's Stranger is a cozy, fantasy tavern RPG where you're not the hero. Everyone else is.
The demo is out now, featuring around four hours of gameplay and 28 fully voiced characters. We're also participating in Steam Cooking Fest through October 18!
I'd love for you to give it a try and let me know what you think!
Description: Brik Puzzle is a neon-style puzzle game where you slide colorful briks out of the board to clear it. Each brik can only exit through the gate that matches its own color, so you have to think ahead before every move. One wrong move can block other briks and trap you, which makes planning the key to solving each level. The controls are simple: just tap a brik and watch it slide out. The glowing neon visuals and clean design keep it easy on the eyes and relaxing to play, while the puzzles still make you think. The video shows a quick challenge from the game: only 1 brik can move, can you find it in 5 seconds? Comment the letter below and I'll reveal the answer in the comments!
Free to Play Status:
[x] Free to play
[ ] Demo/Key available
[ ] Paid (Allowed only on Tuesdays with [TT] in the title)
Involvement: I'm the developer of Brik Puzzle. I designed and built the game as a small indie dev, and I'd love honest feedback on the difficulty, controls, and what you'd like to see added.
Hi! I'm a solo dev and this is my first public build. Looking for honest feedback.
Every run starts at a Seer's table: you draw three cards for your Past, Present and Future, and that reading shapes your deck and hints at which bosses will empower you.
In combat you don't just play cards, you place them in time:
- Present: full power, right now
- Future: stronger, but it lands next turn
- Past: weaker, but it echoes for turns to come
This early build has two suits (Swords and Cups), five corrupted Major Arcana bosses with their own rules, and a short tutorial from the title menu. Runs take about 10-20 minutes. Desktop browser recommended.
Game Title: Warpfield inspired by EVE Online, but with three key changes:
Less grinding, more strategy: Resources are regional, not everywhere. No single faction can mine or manufacture everything it needs. Survival depends on trade, alliances, and diplomacy, not repetitive mining runs.
Building and community come first: Found a nation. Build a shelter even with limited resources. Claim and develop planets, down to small personal touches that make a place feel like home. The galaxy starts as an empty void, every station is built by players, from nothing.
Other players stories are visible: See who’s in a system or station right now. Understand the supply chains that keep a faction alive, and who holds which role in it. Read what’s driving other players and use that for more complex diplomacy.
One question started everything: what if the cursor was the blade?
So I took that idea into my favorite mix of genres: survivor, tower defense, incremental, etc.
I know that mixing everything I love doesn’t automatically make a great or well-balanced game. But making games is my job, and I’m giving this one everything.
A while ago I posted here looking for beta testers for my Viking browser strategy game Fjordsaga. The beta is now over and the first live world is open. Thanks to everyone who tested and reported bugs, a large part of what’s in the game now exists because of that feedback.
Fjordsaga is a Viking-themed browser strategy game in the classic Tribal Wars (Die Stämme) / Travian / Grepolis tradition: you start with a small village by the fjord, gather resources, upgrade buildings, trade with other players, expand to multiple villages and move troops between your settlements. You consecrate your village to a god (Odin, Thor or Freya), which unlocks unique units and abilities and gives each player a slightly different strategic direction. The focus is on short sessions (5–15 min, several times a day) and a slower, deliberate village-building pace. It runs in the browser on desktop and mobile, with a full German and English UI and an in-app language switcher.
Highlights:
Clans – join or found a clan, send support troops to defend your clanmates’ villages, and coordinate attacks together.
NPC world bosses – huge end-game threats that no single player can take down alone: the members of a clan have to pool their armies to defeat them.
Expeditions – send troops on a timed expedition with no map target for extra rewards.
Village Manager – build assistant and overview screen for when you run several villages.
Player marketplace at the trading post, not just direct trades.
Conquest – take over abandoned and NPC villages and expand your realm.
Vacation mode, onboarding checklist, extended battle reports, attack alarm, quick-attack farm flags, “cancel attack” (recall troops early in the trip) and a long list of balance and usability improvements.
How a world ends:
Every world is a race, and it ends in one of three ways:
A clan defeats all 10 world bosses.
A clan holds 80% of all villages (players and NPCs) for 36 hours straight, which gives everyone else a window to fight back.
After 180 days, the clan with the highest ranking score wins.
Winners are written into the Hall of Fame and receive a permanent winner tag.
Development continues:
World 1 being live doesn’t mean development has stopped, quite the opposite. The game keeps growing, and feedback and bug reports are always welcome**,** whether in the comments, on r/Fjordsaga or directly in the game.
No real email required:
I know many people don’t want to hand over their real email address just to try a game. Email verification is optional and non-blocking: you can register with a throwaway / temp-mail address and start playing immediately. New players also get 14 days of beginner protection from attacks to learn the game in peace. You only need a real address if you want password recovery, and you can add one later in the account settings.
Free to Play Status:
[x] Free to play
Optional premium features (mostly convenience and automation) are bought with the in-game currency Bernstein. The design goal is no hard pay-to-win.
Involvement:
I’m the solo developer of Fjordsaga, with lots of late evenings and honest feedback talks with my wife
I’ve been a fan of Tribal Wars for a long time, but a few things always bothered me or were missing. So I set out to build my own take on it, in my own style and in a Norse theme I feel at home in. Tribal Wars was clearly the inspiration, and the similarities are impossible to deny, but I hope I’ve added enough of my own twist (gods, world bosses, ships and naval raids, expeditions, clan progression and more) that Fjordsaga feels like its own game and not just a copy.
I'm a solo developer working on Slime Reborn, a free incremental/rpg game where you start as a tiny slime and slowly grow, adapt and evolve!
A bunch of new systems and content were added for this update like new exploration/auto-battler combat, skill-tree added and reworked to feel like a slime organism, quest/discoveries and much more!
The Game is still early access and I'm continuing to improve it based on player feedback. I'd love to hear what you think!
Description: Iron Arc: Tank Battles is a 2D artillery duel game in the spirit of the old-school tank games. You set your angle and power, account for the wind, and try to land the perfect shot on your rival. Every weapon has its own big impact effects and sounds, and you pick your loadout before each match, so no two fights play the same. You can play vs AI or duel a friend online with a room code. It also has unlockable tank skins and themed maps with destructible terrain. It's in closed testing on Google Play right now, and Google needs testers to stay opted in for 14 days before I can launch publicly, so staying in and playing a match now and then helps a ton. I'd love any feedback on weapon balance, bugs, or what you'd want added. New weapons are coming, and testers will see them as they're added.
Free to Play Status:
- [x] Free to play
- [ ] Demo/Key available
- [ ] Paid
**Involvement:**I'm a solo developer. I designed and made the whole game myself.
Description: A chill, satisfying cleaning game. Drive a tiny digger round a trashed beach, scoop up the rubbish and empty it before your hopper fills up. No timers, no stress, just a messy cove slowly getting clean. Made in my evenings after work. I'd love to know whether the controls felt right straight away, and at what point (if any) you got bored.
Free to Play Status:
☑︎ Free to play
☐︎ Demo/Key available
☐︎ Paid (Allowed only on Tuesdays with [TT] in the title)
Description: You start with a shovel and a front yard. Dig up buried objects, fill your backpack, sell your finds at the yard stall, and buy better equipment to reach the harder layers below. There are larger discoveries hidden deeper down.
Free to Play Status: Free to play on Playgama.
Involvement: I'm the developer, and I'm still working on the game.
I'd especially like feedback on the opening few minutes: was your next action clear, and did you want to keep digging after the first upgrade? If something stopped you, please tell me what it was and which device/browser you used.
AI disclosure: The game uses AI-assisted code, generated images, and AI-assisted translations. Music and sound effects are mostly made without AI.
Gravewave: Necromancer Defense is a strategy game where you build a necropolis and command an undead army. During the day, you gather resources, expand your base, and prepare defenses. At night, attackers try to destroy your Keep. Your Raise Dead spell can turn fallen enemies into reinforcements while the fight is still happening. You can also lead expeditions against enemy camps and castles, so your army has a role beyond defending the same walls. The world is generated from a seed and saves the changes you make as you explore. I would really appreciate people trying the first session and telling me whether the building, combat, and spell controls are clear, and whether the first night makes them want to continue.
A personal note: I am currently $3,500 in debt and am trying to build something sustainable through my work. I am not asking for money or donations. If this sounds like your kind of game, trying it and leaving honest feedback here would help me. There is no need to buy anything.
Free to Play Status:
Free to play; contains ads and optional in-app purchases.
Involvement:
I am the developer. I built it in Unity with Claude/Codex assistance for code and design. The 3D models are KayKit assets, and some UI art is AI-generated.
Feedback:
Please reply in this Reddit thread with anything confusing or enjoyable in your first session, plus your Android device if you run into a problem.
Platform: Browser (desktop and mobile), nothing to download
Description:
Arsenal Zero is a military loot and collection game, not a shooter. You start from zero and build an arsenal: open crates, collect weapons, armor, knives and gear from Common to Mythic, and keep the best of each. Every copy of an item rolls its own power, so even a duplicate can become your new best piece, and duplicates level your items up.
Your operator goes on expeditions that keep running while you're away. The more your gear's power beats the zone's required power, the better the loot when they come back. Between missions you can sweep abandoned zones with a radar to find hidden crates, and every evening the Iron Tower opens for a climb.
Sessions are short, built around timers rather than reflexes, a bit like an idle game. We're tuning the economy with our first players right now: we'd love to know if the first 5 minutes made you want to come back tomorrow, and where you dropped off if not. Tell us your best pull too!
Free to Play Status:
- [x] Free to play (optional in-game purchases, never required to progress)
- [ ] Demo/Key available
- [ ] Paid
Involvement: We're the small French team that makes the game: we design it, code it and balance it ourselves, and we read and answer every comment here.
Platform: Web browser (PC). Después de publicar, ponle la etiqueta de navegador o web que tenga esa comunidad.
Description:
HR denied your vacation request for the fifth time and reminded you that “we’re one big family.” So you reply with two words, tie your bowling ball to a network cable, and take the office apart, floor by floor.
STRIKE! is a short active incremental. You move the mouse and the ball follows, swinging into cubicles, filing cabinets, safes and copiers that explode in chains. Each run lasts a few seconds. Between runs, you spend what the company owes you on the office org chart: a heavier ball, longer shifts, better severance, and copiers rigged to blow.
There are ten floors, from Reception to the Boss’s Office. Every department did something to you, and every one answers with a passive-aggressive company memo. Your coworkers comment on everything you break, and the boss has been hiding upstairs for fifteen years. Why?
It takes about 20–30 minutes to finish, plays in English and Spanish, and needs only a mouse. It’s a prototype: I’d love to know where it gets slow and whether you finished it.
Free to Play Status:
Free to play
Demo/Key available
Paid
Involvement: Solo developer under my studio, Floppy Key. I did the game design, direction, balance and testing. I used AI assistance for the code, the placeholder art and the text. The music and sound effects are human-made assets used under CC0 licenses.
Hey everyone! I’m the developer of MoonStreet, a 2.5D point-and-click adventure about a scientist and his robot investigating blackouts and disappearances in their city.
The free demo is out on Steam (PC only). Would love to hear your experiences with it!