itch.iohttp://itch.iohttps://itch.freezing.top/t/5346723/got-an-idea-for-a-gameGot an idea for a game?https://itch.freezing.top/t/5346723/got-an-idea-for-a-gameTue, 23 Sep 2025 21:52:14 GMTTue, 23 Sep 2025 21:52:14 GMTMon, 27 Oct 2025 19:15:21 GMTconceptual screenshots, title screens, poster mock-ups etc



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https://itch.freezing.top/t/5586412/help-legal-technical-can-my-game-legally-block-task-manager-on-windows[HELP] [LEGAL] [TECHNICAL] Can my game legally block task manager on Windows?https://itch.freezing.top/t/5586412/help-legal-technical-can-my-game-legally-block-task-manager-on-windowsThu, 27 Nov 2025 12:50:03 GMTThu, 27 Nov 2025 12:50:03 GMTThu, 27 Nov 2025 12:50:03 GMTHello,

First of all, I would like to apologize if there are any mistakes, I am French and I am translating this message with Google Translate.

I want to create a psychological horror game that breaks the fourth wall (like Doki Doki Literature Club for example), and in the title screen of my game, I would like to make it so that the player is forced to use the "QUIT" button on the title screen, preventing them from closing the game in any other way (there will still be some emergency solutions, but little known to most users).

I know that I can legally remove the cross at the top of the window since it is directly an element that belongs to my program, and also that I can close the command prompt since it does not require administrator rights.

But the remaining problem is the task manager. To close it, you need administrator rights, and after doing some research, although it's not illegal in France, I learned that it is illegal in some countries like the United States, and that game sharing sites like itch.io prohibit it.

So I was wondering: what exactly is illegal about this? Is it closing a system-protected application, or preventing the use of the task manager, regardless of whether it's closed with administrator rights or otherwise?

Because if it's only closing a Windows-protected application that's prohibited, I planned to just make the window move to the task manager in "always on top" mode, which shouldn't require administrator rights, the problem with that is just that the user could open a second window further away from the first.

Also, I don't know if it's important to mention, but the program only blocks the use of the task manager on the title screen; nothing will be blocked during the rest of the game, so the effect is only temporary and does NOTHING (normally) damage the computer.

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https://itch.freezing.top/t/5648288/how-to-start-making-a-small-gameHow to start making a small gamehttps://itch.freezing.top/t/5648288/how-to-start-making-a-small-gameSat, 13 Dec 2025 17:36:39 GMTSat, 13 Dec 2025 17:36:39 GMTSat, 13 Dec 2025 17:36:39 GMTI got interested in coding and doing a game perhaps.

My knowledge is rather tiny and i am older now and kind of wonder if it is too late perhaps.
The kind of game i would have in mind is something like "the cat lady" and shorts like "unsorted horror". 

That may be a little too high of a goal for me with rather zero knowledge.

I had once the idea to make a game utilizing DAZ3d but i figure it is rather very costly and time consuming just rendering.
So i probably rather draw things myself.

In any case, any suggestions are welcome.
It is also my aim through this to learn to code and to understand what is possible.

Thanks.

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https://itch.freezing.top/t/5644638/i-wanna-to-develop-some-useful-tools-for-18-vr-games-need-to-hear-feedbackI wanna to develop some useful tools for 18+ VR games. Need to hear feedback.https://itch.freezing.top/t/5644638/i-wanna-to-develop-some-useful-tools-for-18-vr-games-need-to-hear-feedbackFri, 12 Dec 2025 16:31:26 GMTFri, 12 Dec 2025 16:31:26 GMTFri, 12 Dec 2025 16:33:15 GMTI have an idea to create fap tracker that will be used to sync user hands with characters. For example there is existing sex toys that can be synced with some VR 18+ games to make experience much better, but not all users wanna to buy this toys, because of price. My idea is to avoid extra toys and cover the same logic with tracking using only hands. I know that there will be issues when we cannot see hands by headset, so I wanna to cover this moments using prerecorded moves from user( it's gonna to work automatically) to avoid moments, when user should calibrate again whole process.

I need to hear possible feedback from people that working with such a genre of games, to understand if it's really needed or it will be just a waste of time.

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https://itch.freezing.top/t/5628261/disable-mouse-control-what-do-you-thinkDisable mouse control? What do you think?https://itch.freezing.top/t/5628261/disable-mouse-control-what-do-you-thinkMon, 08 Dec 2025 11:58:00 GMTMon, 08 Dec 2025 11:58:00 GMTMon, 08 Dec 2025 11:58:00 GMTHi everyone!

As gamedev, I have a serious doubt with the gameplay of the game I'm developing... I’m considering disabling mouse controls ...

 With the mouse enabled, players can accidentally trigger events just by clicking somewhere on the map, and I feel the gameplay is more consistent when limited to “arrow keys + action button (e.g., spacebar).”

My concern is that removing mouse support might drive away a number of players who prefer or rely on it. What do you think — would this be a big drawback for you? What would you do in my place?

Thanks in advance to the community!

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https://itch.freezing.top/t/896291/thread-for-wolf-rpg-editor-usersThread for WOLF RPG EDITOR Users!https://itch.freezing.top/t/896291/thread-for-wolf-rpg-editor-usersSat, 25 Jul 2020 03:44:45 GMTSat, 25 Jul 2020 03:44:45 GMTSat, 25 Jul 2020 03:45:57 GMTHello! Just figured I would start a thread here surrounding Wolf RPG Editor, considering I have yet to find one and English users are very minimal with information and tricks regarding this engine. (I have a lot I would like to learn as well!)

What is Wolf RPG Editor?

It's an engine that works like RPG Maker, but it's completely free! The only downside would be that those who don't understand Japanese can't easily find special tricks since the official forum is...well, Japanese.

That being said, I highly recommend that you explore through the manual and Youtube channel before you begin discussing here!

I hope this will help someone around here, especially since these were the only pieces of information I was able to find online. A translator would be very useful, especially since the official site provides so many custom common events that are unreadable. 

Anyways, feel free to talk ahead, I will try my best to answer as much as I can, but I won't be able to answer a lot because of  my own lack of knowledge. 

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https://itch.freezing.top/t/5445900/what-do-indie-devs-actually-think-about-ai-game-creation-tools-calling-the-community-What do indie devs actually think about AI game creation tools? Calling the community !https://itch.freezing.top/t/5445900/what-do-indie-devs-actually-think-about-ai-game-creation-tools-calling-the-community-Tue, 21 Oct 2025 18:18:32 GMTTue, 21 Oct 2025 18:18:32 GMTTue, 21 Oct 2025 18:18:32 GMTHey jammers! 👋

Hope everyone's projects are going well! Quick question for the community:

I'm researching AI tools for game development and would love to hear from people actively making games (like all of you!). 

Made a super quick survey (5 mins) about:

- How you approach prototyping during jams

- What slows you down

- If AI tools would help or just get in the way

Survey: https://qualtricsxmf39dfwj5s.qualtrics.com/jfe/form/SV_4TQa8Kzts79DX6K

Everyone who fills it out gets entered for a $200 gift card, and I'll share the results back here when it's done.

Would really appreciate your input – trying to understand what actual gamedevs need vs what companies think we need!

Thanks and happy jamming! 🎮✨

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https://itch.freezing.top/t/5613740/how-to-model-a-head-in-blenderhow to model a head in blender?https://itch.freezing.top/t/5613740/how-to-model-a-head-in-blenderThu, 04 Dec 2025 09:59:30 GMTThu, 04 Dec 2025 09:59:30 GMTThu, 04 Dec 2025 12:43:49 GMTive been using blender for a while now and i made couple of  things. But one thing i never made is a face. The face would be so ugly and wierd where i ended up deleting it and i want to know how to model a face correctly.

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https://itch.freezing.top/t/5056205/ever-made-a-game-in-your-own-programming-language-well-i-didEver made a game in your own programming language? Well, I did!https://itch.freezing.top/t/5056205/ever-made-a-game-in-your-own-programming-language-well-i-didSun, 06 Jul 2025 00:55:30 GMTSun, 06 Jul 2025 00:55:30 GMTSat, 16 Aug 2025 00:14:17 GMTA game in my own programming language

Yes, it was about time. I started developing my own programming language a few years ago and it's matured quite well, so that I tested further how far I could go.

I made many practical real-world scripts and applications and of course I wanted to make a small game with it.


But let me explain a bit more.

My programming language consists of two parts:

The script interpreter

So, my programming language is actually a scripting language. I got hugely inspired by AutoIt and AutoHotKey, which was very popular when I was a teenager around 20 years ago (wow!). Thus my scripting language is very similar. 

The interpreter essentially consists of a C++ source and header file, and is designed to be used within your own C++ projects to outsource tasks in scripts. I used it in two projects so far: An own custom web server with backend scripting functionality and in my own scripting shell. The former project is lost, but the latter is progressing well! Meet AquaShell.

The scripting shell

AquaShell is a scripting and automation shell that I personally use as a substitution for PowerShell or cmd.exe. So far I've created many useful automation scripts, as well as complex scripted applications. And one of the scripted applications is a small Asteroids inspired space shooter. :D


That said, the game is laggy as hell. Imagine writing a game in PowerShell, AutoIt, AutoHotKey, Tcl or whatever. But the flaws is also that my scripting system interprets on the fly. There is no VM or any other thing that would speed up running graphical applications. But it's fine. I mean the shell is not designed for that purpose, but it's funny to see how far you can go.

If you want to see the result, here is the game page, covering a demo video, screenshots and a download. But note that AquaShell is of course required to launch the game. Also AquaShell and all associated projects are open-sourced software using the MIT license.

https://danielbrendel.itch.io/aquaspace-game
  

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https://itch.freezing.top/t/5530255/getting-the-game-to-load-fasterbetterGetting the game to load faster/better.https://itch.freezing.top/t/5530255/getting-the-game-to-load-fasterbetterWed, 12 Nov 2025 13:41:32 GMTWed, 12 Nov 2025 13:41:32 GMTThu, 13 Nov 2025 20:51:41 GMTMy project is a small Godot game, but it takes forever to load, lagging or even freezing the entire browser.  On some browsers (Chrome, most notably) it freezes the browser entirely for a few minutes and then just spits out an error message and never loads at all. I've seen other people's Godot projects on here and they load quickly and smoothly, even when they're much larger and more complex games.

Compare load times: https://greatunclepixel.itch.io/findtheflag (my game) vs. https://hairic.itch.io/hectic-toys (from a streamer I've started watching).  ... this is not an attempt to advertise my game. :D

I'm obviously doing something wrong, but I'm not sure what it is, or even whether the problem is in my Godot settings or my itch.io settings.  I hope someone can help. If you need more details, let me know.

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https://itch.freezing.top/t/4931672/noobie-questionNoobie questionhttps://itch.freezing.top/t/4931672/noobie-questionFri, 30 May 2025 06:07:22 GMTFri, 30 May 2025 06:07:22 GMTFri, 30 May 2025 06:16:29 GMTHello ! So, I got a long list of games that I spent times thinking about on a gamedesign and storytelling point of view, but have absolutely no expecience in actually making some. Here's my question... How to learn, making games? What would you be your advices? What would be your advices, if you're a veteran at it? How did you started yourselves? Is there some traps to avoid? 

Thanks in advance, hoping I didn't messed up by posting in the wrong channel ^^"

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https://itch.freezing.top/t/5489569/free-plugin-rpg-maker-mz-region-sound-mz-ambient-bgs-by-region-id-with-proximity-fade[FREE PLUGIN RPG Maker MZ] Region Sound MZ – Ambient BGS by Region ID with Proximity Fadehttps://itch.freezing.top/t/5489569/free-plugin-rpg-maker-mz-region-sound-mz-ambient-bgs-by-region-id-with-proximity-fadeSat, 01 Nov 2025 20:42:59 GMTSat, 01 Nov 2025 20:42:59 GMTSat, 01 Nov 2025 20:44:45 GMTRegion Sound MZ v1.0
by axgin96

Introduction
Hey! I’m axgin96, a small dev who sometimes hacks together tiny plugins to make RPG Maker work the way I need. When they help me, I share them—hopefully they’ll help someone else too.
RegionSoundManager does one simple, handy thing: it binds ambient sounds (BGS) to map Region IDs. Paint your river with a Region, assign a water sound, and the plugin handles the rest—volume fades in as you get closer, fades out as you leave, and multiple regions can layer nicely for richer ambience.


Features
• Region-based ambient audio (BGS)
• Smooth volume transitions / proximity falloff
• Supports multiple regions concurrently
• Simple API with three calls (set, clear, stop)
• Plug-and-play; no custom eventing needed beyond a Parallel event/common event


Screenshots

How to Use

  1. In the map editor, paint the areas you want to “emit” sound using a Region ID.
  2. Create a Common Event or Map Event set to Parallel.
  3. Add the script call(s) below to register your regions and sounds.
  4. Place the BGS files in /audio/bgs/.
    That’s it—the plugin handles detection, mixing, and volume transitions automatically.

Plugin Commands / Script Calls
Code:

RegionSoundManager.setRegion(regionId, radius, soundName, maxVolume)

• regionId: Region ID on your map (e.g., 10)
• radius: Detection radius around the player (e.g., 5 tiles)
• soundName: BGS filename in /audio/bgs/ (without extension)
• maxVolume: Max volume on top of the Region (0–100)


Example:
Code:

RegionSoundManager.setRegion(10, 4, "River", 80)

Utilities:
Code:

RegionSoundManager.clear()

— removes all active region sounds
Code:

RegionSoundManager.stop()

— stops the current playing BGS


Demo
An empty project demo is included so you can test right away. It’s configured with sample Regions and BGS to showcase all features.


Download
https://axgin96.itch.io/regional-sound-mz


Terms and Credits
• Free to use in both non-commercial and commercial projects
• Credit: axgin96
• You may include the plugin in your released games/projects
• Disclaimer: Created as a passion project; support/updates not guaranteed.

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https://itch.freezing.top/t/5584598/for-serverclient-games-how-do-you-handle-api-callsFor Server/Client games... how do you handle API calls?https://itch.freezing.top/t/5584598/for-serverclient-games-how-do-you-handle-api-callsWed, 26 Nov 2025 21:33:03 GMTWed, 26 Nov 2025 21:33:03 GMTWed, 26 Nov 2025 21:33:56 GMTSo, using the .. never trust the client.. coding methodology... 

I am used to developing for steam. The steps there is pretty simple:

1. Game client reaches out through the steam dll to generate a session ticket and sends that ticket info to the server.

2. Server reaches out to the steam servers to verify the ticket info. And bind the steam id to the player game data (characters, etc).

The above, the Server doesn't trust the data from the client, but trusts the steam servers response. Pretty simple. For itch.io. I don't see the equivalent. The closest I can find is something like the following, but I want to make sure I'm not breaking any policies, etc:

1. Client reads their API key via environment variable. And sends it to the server (encrypted). <-- I have to enforce the game to run via itch.io client -only-, never on it's own.

2. Server makes call against itch.io with that key to get the Id, and to determine if player has purchased the game. And bind the itch.io id to the player game data (characters, etc). <-- this piece is huge for me as I have no wish to store the player's api_key anywhere as I view it to be a big security issue.

I cant use OAuth since players should -never- ever have access to the game server. Does the above make sense?


Due to never, ever, trusting the client, I cannot let the client perform the api call and send the itch.io id to the server as the server has no way to verify that id and if the player has purchased the game.

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https://itch.freezing.top/t/5590498/blog-implementing-low-poly-style-in-game-dev-pushing-low-poly-beyond-placeholders[Blog] Implementing Low Poly Style in Game Dev – pushing low poly beyond placeholdershttps://itch.freezing.top/t/5590498/blog-implementing-low-poly-style-in-game-dev-pushing-low-poly-beyond-placeholdersFri, 28 Nov 2025 15:39:22 GMTFri, 28 Nov 2025 15:39:22 GMTFri, 28 Nov 2025 15:39:22 GMT

Hey! I’ve just posted a blog entry on itch.io about how I approach low poly so it doesn’t stop at 5-minute placeholders, but ends up as assets that can live comfortably inside bigger indie projects. Using my cemetery project Necropoly as an example, I talk about: 

  • a 4-stage pipeline: from simple shapes, through an “optimal model”, shape stylization, up to surface details,

  • the difference between “Tiny” low poly for mobile and more complex models for PC/console – and when it makes sense to stop earlier,

  • how to pack a scene densely (atlas, simple materials, LOD) without murdering performance,

  • why a stylized low poly look can age better than realism chasing “3D photography”.

If you’re playing with low poly or planning to, feel free to check it out:
👉 https://itch.freezing.top/blog/1127405/blog-implementing-low-poly-style-in-game-dev


I’d love to hear your own tricks for shape language, scene density and optimization in the comments – there’s always room to bend this style a bit more towards your own game.

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https://itch.freezing.top/t/5526824/renpy-visual-ide-alphaRen'Py Visual IDE - Alphahttps://itch.freezing.top/t/5526824/renpy-visual-ide-alphaTue, 11 Nov 2025 15:26:20 GMTTue, 11 Nov 2025 15:26:20 GMTTue, 11 Nov 2025 15:26:20 GMT** Previously posted in wrong topic. Apologies.

Hey gang. I've been tinkering with a Ren'Py visual editor/IDE and thought I'd put it out there to see what people think. The features (see below) are complete enough to get started writing a VN with, but I consider this an alpha/almost-beta release since I'm still working on some features. 

It is available here:

https://github.com/bluemoonfoundry/vangard-renpy-ide.git

Note that since this is alpha software it's not yet packaged up with an installer. There are instructions on what you need to do to "install" it, but it does require a bit of effort. As I get to Version 1.0 release, currently planned for end of the year, I will start packaging it to be installable like any other application without additional technical know-how.

My goal is to get as many features into V1.0 as possible. I am especially interested in how people approach their visual novel "workflow" and what features would be useful to accelerate those workflows and make the process efficient and more enjoyable. The tool is intended to be useful to beginners and pros alike. 

I really hope people find this useful! Feel free to add Feature or Bug issues in the GitHub! Would appreciate any comments or thoughts.

Excerpt from the README file.

Key Features

Visual Story Canvas:

  • Drag, resize, and arrange blocks representing your .rpy files.
  • Automatic Flow Visualization. Arrows are automatically drawn between blocks to show jump and call relationships.

On-Demand Route Canvas:

  • Generate a detailed, label-by-label graph of your story's control flow to understand complex branching. This is an opt-in feature to maintain performance on large projects.
  • Route Path Analysis & Highlighting. The Route Canvas automatically identifies all unique paths from start to finish. A floating panel allows you to highlight specific routes with distinct colors.

Integrated Code Editor: A full-featured Monaco editor (the engine behind VS Code) is built-in for editing your script files directly within the app. 

Comprehensive Project Management:

  • A built-in file explorer allows you to create, rename, move, and delete files and folders in your project.
  • Works directly with your local project folders for a seamless development experience (recommended).

Story Element Management:

  • A dedicated panel to view, create, and manage Characters, Variables, Images, Audio, and Screens.
  • Scan external directories for images and audio, and easily copy them into your project.
  • Browser-Only Mode: Start creating and prototyping without needing a local project folder, then download your work as a .zip file.
  • Expanded Theme Support: Personalize your workspace with multiple themes, including Light, Dark, Solarized, and Colorful variants.
  • UI State Persistence: The editor remembers your theme, sidebar layout, and open tabs between sessions for a consistent workflow.
  • Customizable Layout: Sidebars are resizable, allowing you to tailor the interface to your needs.
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https://itch.freezing.top/t/5557023/i-need-help-unity3di need help unity3dhttps://itch.freezing.top/t/5557023/i-need-help-unity3dWed, 19 Nov 2025 14:05:02 GMTWed, 19 Nov 2025 14:05:02 GMTWed, 19 Nov 2025 14:05:02 GMT

Hi, I'm a solo Unity developer working on a 3D atmospheric survival/horror project.  

I'm looking for someone to help me with:

• Animations  

• Sound design  

• Environment art  

• AI or gameplay scripting  

The project is indie and passion-based for now, but credits will be given + revenue share later.  

If you're interested, send me your work or portfolio.  

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https://itch.freezing.top/t/5578571/building-shin-megami-tensei-systems-for-rpg-maker-mzBuilding Shin Megami Tensei Systems for RPG Maker MZhttps://itch.freezing.top/t/5578571/building-shin-megami-tensei-systems-for-rpg-maker-mzTue, 25 Nov 2025 03:34:14 GMTTue, 25 Nov 2025 03:34:14 GMTTue, 25 Nov 2025 03:34:14 GMTHi, everyone, specially those who use the RPG Maker engine.

I played the original Shin Megami Tensei on the SNES, then some on the Playstation. Eversince, I really fell in love with the look and feel of the game. Therefore, I thought, I'd like to make the systems from SMT translated to RPG Maker, the engine I know best. Therefore, I introduce you to some cheap priced work I have done about Shin Megami Tensei.

You can follow the whole list from here.

The current list I have is:

  • SMT Press Turn Battle System
  • SMT Moon Phase System + Behavior
  • SMT Demon Negotiation System
  • SMT Demon Compendium
  • SMT Monster Personality
  • SMT Alignment and Karma System
  • Persona: Social Links
  • Persona: Cut In Style

I am planning on making more. Your suggestions are welcome.

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https://itch.freezing.top/t/5575262/dead-trash-as-a-bridge-between-amiga-photorealism-and-modern-bodycam-horror"Dead Trash" as a bridge between Amiga ‘photorealism’ and modern bodycam horrorhttps://itch.freezing.top/t/5575262/dead-trash-as-a-bridge-between-amiga-photorealism-and-modern-bodycam-horrorMon, 24 Nov 2025 10:36:21 GMTMon, 24 Nov 2025 10:36:21 GMTMon, 24 Nov 2025 10:36:21 GMTHi! Devs and gamers!! 

I’ve just published a longer blog post on my itch.io profile about Dead Trash and a very specific kind of “realism” in games – the grimy, VHS / bodycam kind rather than clean PBR/UE5 gloss.
Blog link: https://itch.freezing.top/blog/1122565/dead-trash-a-bridge-between-amiga-photorealism-and-bodycam-realism

Dead Trash

In short, I compare Dead Trash to old Polish Amiga “photo-games” (Alfabet Śmierci, Prawo Krwi, Sen) and to small bodycam experiments from itch.io – and I argue that realism often comes more from recognisable spaces and sounds than from raw tech.

At the end I ask whether modern bodycam horror (games like Bodycam, ILL and similar) is still “just a flat screen”, or already a kind of lobby to future VR lenses and brain chips.

Do you, in your own projects

• Do you deliberately use local, recognisable details (block architecture, stairwells, dumpsters, graffiti, specific sounds) to “fake” realism without going full photogrammetry?

• Do you have favourite examples of games (on or outside itch.io) that really nail this kind of dirty, culturally specific realism?

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https://itch.freezing.top/t/5563101/so-i-have-watched-a-lot-of-isekai-lately-and-i-saw-some-nifty-things-rpg-maker-mzSo, I have watched a lot of Isekai lately and I saw some nifty things (RPG Maker MZ)https://itch.freezing.top/t/5563101/so-i-have-watched-a-lot-of-isekai-lately-and-i-saw-some-nifty-things-rpg-maker-mzFri, 21 Nov 2025 08:38:56 GMTFri, 21 Nov 2025 08:38:56 GMTFri, 21 Nov 2025 08:38:56 GMTRecently, I have been watching some RPG-esque anime and I thought, these are nifty things that can be shown in RPG Maker MZ. Here is a summary of them:

Character Races - This plugin allows you to create different race types for your characters and the enemies, together with different parameter and skill bonuses. This allows your game to have an advantage over which race is stronger, faster, etc. This system can be found in games like "The Elder Scrolls: Oblivion".

Advanced Enemy AI - In RPG Maker MZ, the default battle enemy AI is basic. You can see that the Action patterns are based only off of the Skill, Condition and Rating. In the conditions, you have Always, which turn, depends on the hp or mp of the enemy, state, party level and switch. While this is good, I find it really limited. Therefore, I decided to make an enemy AI that will change your gameplay's battle flow, by giving enemies thinking capabilities.

Strategic Healing - In RPG Maker MZ, healing spells such as Heal or Recover, the damage type is usually HP Recover with a formula, or you can also set it in the Effects (Type, Content). However, I feel that healing this way is definite, but basic. Just spam heal and you will let your other characters in the party get healed. This is way too boring. Thus, I introduce you "Strategic Healing".

Multi-Poison System - In RPG Maker MZ, Poison State only does one thing, which is to deplete HP. A Poison State usually has an Ex-Parameter of HP Regeneration -10%. This allows the state to deplete the affected target's HP until the state wears off. For me, this is boring. Therefore, I made a plugin that makes a system designed to let you make poison do more than what it always does.  

Class Presence Advantage - In the anime Grimgar of Fantasy and Ash, there's a very nifty mechanic there where classes, either in any from the party or in order are present in the party, they will have certain advantages over those who do not. This mechanic allows you to actually make use of sorting a party or selecting which classes you want in your party. For example, having a Red Mage in the party at least makes you immune to curse magic, but having a Cleric would have you automatically have an HP regen at the start of battle. These things can be setup by the developer to make use of party choosing really enjoyable than just choosing which party classes there are in game.

---

Hope this helps the developers who are looking for a more unique combat gameplay for their games.

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https://itch.freezing.top/t/5561852/creating-a-crafting-system-within-unreal-engine-5Creating a crafting system within Unreal Engine 5https://itch.freezing.top/t/5561852/creating-a-crafting-system-within-unreal-engine-5Thu, 20 Nov 2025 22:21:49 GMTThu, 20 Nov 2025 22:21:49 GMTFri, 21 Nov 2025 05:58:33 GMTSo im a solo dev making a open world survival game, I know, Its never been done before, But i think i have a cool idea to explore and am enjoying the development process thus far. Ive created a pick up system with a working invetory and would like to create a expansive crafting system but i have no idea how to go about it, Ive looked online for a few guides but cant find anything to learn from. Id love to hear from everyone and get others opions on what would be best.

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https://itch.freezing.top/t/5560537/a-game-mix-of-snakes-and-hangmanA Game mix of Snakes and Hangmanhttps://itch.freezing.top/t/5560537/a-game-mix-of-snakes-and-hangmanThu, 20 Nov 2025 15:00:38 GMTThu, 20 Nov 2025 15:00:38 GMTThu, 20 Nov 2025 15:00:38 GMTIt took me some time to define how I could develop a game that combined two well-known mechanics and blended them perfectly. That’s how LinguaSerpens was born, combining the snake game (its movement and touch) with the word-guessing game (hangman). At first, I wanted to make a simple, casual game—and to some extent it still is—but now I’ve added more complexity, with different game modes, an offline shop to customize the experience, and the biggest surprise: during testing, the game turned out to be a very useful tool for elderly people and those with cognitive difficulties. In my opinion, that’s the greatest achievement—being able to help people improve, even regain motor functions (in one specific case, a 78-year-old person in the early stages of Parkinson’s disease). The entire game is programmed in Java. https://raysrolh.itch.io/linguaserpens

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https://itch.freezing.top/t/5550968/what-does-your-work-log-consist-of-on-a-regular-basisWhat does your work log consist of on a regular basis?https://itch.freezing.top/t/5550968/what-does-your-work-log-consist-of-on-a-regular-basisMon, 17 Nov 2025 16:39:34 GMTMon, 17 Nov 2025 16:39:34 GMTMon, 17 Nov 2025 16:39:34 GMT

For example:

Yesterday, I logged in 2 and a half hours of writing and scripting

Today I spent 2 hours working on making a background

How about you? How does your work log look like?

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https://itch.freezing.top/t/5538131/what-kinds-of-3d-assets-do-you-actually-use-and-what-does-your-workflowWhat kinds of 3D assets do you actually use, and what does your workflow?https://itch.freezing.top/t/5538131/what-kinds-of-3d-assets-do-you-actually-use-and-what-does-your-workflowFri, 14 Nov 2025 17:50:47 GMTFri, 14 Nov 2025 17:50:47 GMTFri, 14 Nov 2025 20:26:47 GMTHi!

I’m a 3D environment artist – for 15 years I’ve been designing worlds in Unity and creating modular 3D asset packs. For most of my career I’ve been on the “environment” side of development: from the first blockouts, through level design iterations, to the final art pass and real-time optimization.


I don’t churn out generic “blocks” – I build hand-crafted locations with personality. I push low-poly beyond simple cubes, sculpting and refining shapes so they stay lightweight but feel almost like photogrammetry, catching light in interesting ways instead of looking like random boxes. I design both natural environments (forests, swamps, cliffs, fields, cemeteries) and urban ones (small towns, ports, industrial zones, retro cities) for devs who want worlds with a distinct vibe, not just filler geometry.

Here’s where you can see this in action: my ArtStation portfolio. I post cross-sections of worlds I build as personal/hobby projects – necropolises, swamp towns, retro sci-fi spaces and stylized settlements. I also handled full worldbuilding on Survival Machine (Steam): from blockout and choosing modules/props, through set dressing, mood and lighting, to gameplay-ready optimization. For me it’s a key reference case that shows how I work in real production, not just in a single “beauty render” scene.


Unity is my main engine – I know its quirks, workarounds and traps around modular environments. I target them with carefully chosen add-ons and my own AI-assisted tools that strip away dry technical work, kill repetitive clicking, and let me spend ~90% of my time on art… but that’s a story for another thread ;)

Godot, Unreal and Roblox are engines I want to explore deeper from a pipeline angle: how their prefab/Blueprint equivalents behave, how to handle LODs and collisions, and what asset formats devs actually expect. Long term I don’t want to just drop “raw models” there, but curated sets tailored to each runtime.

I’m publishing more and more stuff on itch.io, and instead of guessing based only on my own research, I’d rather ask developers directly what you actually use and what really helps you ship. I keep an eye on tags, trends and devlogs, but nothing beats talking to people who are knee-deep in their engine, juggling sprints and pushing builds.

Over the next quarter I’ll be posting only free packs here – from small “single shots” (test scenes, single biomes, mini locations) to trimmed slices of my bigger Unity Asset Store packs, reworked as self-contained modules, not scraps. The goal isn’t to dump full commercial sets, but to share ecosystem fragments you can actually build with, test your pipeline on, and see if this world-building approach fits your project.

So now’s a good time to drop your needs and gaps: solid sci-fi corridors on a modular grid, stylized fantasy villages, low-poly graveyards or swamps, or specific “utility” scenes for lighting and optimization. Treat this thread as an open line to an environment artist – ja bring experience and asset-market insight, you help steer priorities so what lands here serves real games, not just pretty screenshots. And yeah, comments under my devlogs are very welcome.

1. Which engines are you currently using?

Unity / Godot / Unreal / Roblox / other?

For which engine do you most often look for ready-made support?

1. modules for level art (walls, floors, ceilings, terrains, biomes),
2. models/props (filling the world, environmental storytelling),
3. lighting/post-process (test scenes, profiles, presets),
4. optimization (LODs, proxies, collisions, lightmap-ready meshes),
5. prototype scenes (ready “playable spaces” to immediately test gameplay)?

2. What kinds of projects do you work on most often?

More like:

  • large, continuous worlds (RPG, exploration, survival, base-building, immersive sim), where biome consistency, sane modularity and performance on bigger maps really matter, or

  • smaller productions: mobile games, arcade titles, roguelites, short levels/puzzles, where clarity, readable flow and fast iteration matter more?

You can also clarify whether your projects are mostly:

  • singleplayer (more cinematic pacing, heavier focus on mood),

  • co-op / multiplayer (more emphasis on readability and performance),

  • jam/experimental (lots of prototypes, little time to polish assets).

All of this has a big impact on how you design modules, density of detail and performance budgets in practice.

3. Setting and visual style

What kinds of worlds do you most often place your games in: fantasy, sci-fi, post-apoc, cozy, horror, realistic contemporary settings (cities, suburbs, industrial), immersive sim, retro-futuristic vibes, or something very niche?

And what kind of visual style do you usually work in?

1. realistic (closer to photorealism, more focus on detail and materials),
2. stylized (strong shapes, simplified textures, more graphic look),
3. low-poly (deliberately simplified geometry + clear silhouettes),
4. retro-pixel / PSX (limited palettes, “noise” and aesthetics of older generations),a mix of those approaches?

4. Where does environment work “hurt” the most?

  • time – scope gets slashed as sprints and deadlines take over, and environment slides to the bottom of the priority list

  • lack of experience in level art/composition – it’s hard to find a good rhythm of space, readable paths and strong POIs without solid examples and a modular base;

  • performance – polycount, LODs, draw calls, lightmaps; it’s easy to overshoot detail and then fight frame-drops;

  • lighting / post-process – everything is “kind of okay”, but the mood just doesn’t land, or the scene looks good from exactly one angle,

  • motivation drop – the original vision was ambitious, but lack of time/tools/assets turns the world into a simplified version of the idea.

If you have your own classic environment “pain points”, like “I always get stuck on X when doing environments”, please add them. That’s 

5. What kind of 3D assets do you want to see on itch.io?

Do you prefer engine-specific packs:

1. ready prefabs / Blueprints,
2. test scenes with correct pivots, collisions and LODs,
3. post-process profiles / lighting setups,

or more engine-agnostic packs:

4. FBX + textures + a few variants,
5. neutral materials for further tweaking,
6. sets built with a “engine-agnostic” mindset you then plug into your pipeline yourself?

Are you more into modular building blocks for your own worlds (walls, corners, junctions, biomes, terrains), or ready scenes/biomes you can tear apart and adapt to your project while preserving their rhythm and composition?

If this forum section allows polls, I’ll add a simple one for: engine / game scale / setting.
If not, you can answer in a quick format like:

Engine: Unity / Godot / Unreal / Roblox / other
Scale: large, continuous world / smaller game / arcade
Setting + style: e.g. “low-poly fantasy”, “retro sci-fi”, “dark post-apoc”
Main pain point: time / experience / performance / motivation / other
Asset type: engine-specific packs / universal packs / mix

Based on your answers I want to better steer future environment packs on itch.io so they actually support production and your daily workflow – not just look nice in a thumbnail. Thanks in advance for any concrete replies, from detailed breakdowns to short, to-the-point answers.

www.emaceart.dev
https://discord.gg/HUYU5nWC

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https://itch.freezing.top/t/5544265/-available-weird-creepy-simple-sketch-monster-artist-unique-style🎨 [AVAILABLE] Weird / Creepy Simple Sketch Monster Artist (Unique Style)https://itch.freezing.top/t/5544265/-available-weird-creepy-simple-sketch-monster-artist-unique-styleSun, 16 Nov 2025 06:29:10 GMTSun, 16 Nov 2025 06:29:10 GMTSun, 16 Nov 2025 06:29:10 GMT

🎨 [AVAILABLE] Weird / Creepy Simple Sketch Monster Artist (Unique Style)

Hi! I’m an artist who creates very simple, weird, creepy characters and creatures in a raw sketch style.

If you need funny–disturbing faces, odd shapes, surreal monsters or chaotic doodle-style horror characters — that’s exactly what I do.

I draw ONLY in this style:

✔ simple shapes

✔ rough lines

✔ strange eyes, weird smiles

✔ creepy but funny expressions

✔ minimalistic but memorable monsters

If your game or project needs creatures that look strange, hand-drawn, unsettling and intentionally childish — I’m the perfect match.

🧟 What I can create

  • simple creepy character sketches
  • monster icons / face icons
  • enemy concepts for indie games
  • weird doodle creatures
  • loading screen faces
  • menu art / stickers
  • character packs in my style

(Style = like in sample images)

💵 Prices

Very indie-friendly.

Cheap and fast.

Fixed price per sketch or per pack.

⚡ Speed

Most sketches delivered in a few hours.

PNG, transparent background if needed.

📩 Contact

itch.io messages

Discord: (.dedyxa)

Looking for

  • low-budget indie horror projects
  • stylized simple-creature games
  • weird surreal projects
  • developers who need “creepy doodle style”
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https://itch.freezing.top/t/3614912/what-can-i-use-to-create-a-gameWhat can I use to create a game?https://itch.freezing.top/t/3614912/what-can-i-use-to-create-a-gameSun, 24 Mar 2024 19:22:28 GMTSun, 24 Mar 2024 19:22:28 GMTMon, 25 Mar 2024 05:05:16 GMTI'm new to itch.io and love to program/code games. I am however unsure how to create games on this platform or even if you can. If you can can someone please explain to me how so and if not, what can I use to create a game to then add to the site?

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https://itch.freezing.top/t/4870944/how-do-i-stop-my-gravityvelocity-from-contstantly-going-up-make-it-so-when-u-touch-the-ground-it-resetsHow Do i stop my gravity/velocity from contstantly going up/ make it so when u touch the ground it resetshttps://itch.freezing.top/t/4870944/how-do-i-stop-my-gravityvelocity-from-contstantly-going-up-make-it-so-when-u-touch-the-ground-it-resetsTue, 13 May 2025 14:27:11 GMTTue, 13 May 2025 14:27:11 GMTTue, 13 May 2025 15:07:22 GMT

using System.Data;

using UnityEngine;

public class TestMovementNmr2 : MonoBehaviour

{

    public float walkSpeed = 10f;

    public float currentSpeed;

    public float shiftSpeed = 3f;

    private CharacterController controller;

    Vector3 velocity;

    public float jumpHeight = 3f;

    public float shiftJumpHeight = 1f;

    public float groundCheckDistance = 0.4f;

    public LayerMask groundMask;

    public Transform groundCheck;

    public float gravity = -18f;

    bool isGrounded;

    private void Start()

    {

        controller = GetComponent<CharacterController>();

        currentSpeed = walkSpeed;

    }

    

       private void Update()

    {

        // Ground check

        isGrounded = Physics.CheckSphere(groundCheck.position, groundCheckDistance, groundMask);

        if (isGrounded && velocity.y < 0)

        {

            velocity.y = -2f; // Keeps the player stuck to the ground

        }

        // Movement input

        float X = Input.GetAxis("Horizontal");

        float Z = Input.GetAxis("Vertical");

        Vector3 move = transform.right * X + transform.forward * Z;

        // shift speed

        if (Input.GetKey(KeyCode.LeftShift) && isGrounded)

            currentSpeed = shiftSpeed;

        else

            currentSpeed = walkSpeed;

        controller.Move(move * currentSpeed * Time.deltaTime);

        // Jumping

        if (Input.GetButtonDown("Jump") && isGrounded)

        {

            float jumpMultiplier = Input.GetKey(KeyCode.LeftShift) ? 0.5f : 1f;

            velocity.y = Mathf.Sqrt(jumpHeight * jumpMultiplier * -2f * gravity);

        }

        // Gravity

        velocity.y += gravity * Time.deltaTime;

        controller.Move(velocity * Time.deltaTime);

    }

    }

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https://itch.freezing.top/t/5480010/system-for-expandable-processmodifiers-relationshipSystem for expandable process/modifiers relationshiphttps://itch.freezing.top/t/5480010/system-for-expandable-processmodifiers-relationshipThu, 30 Oct 2025 15:41:55 GMTThu, 30 Oct 2025 15:41:55 GMTThu, 30 Oct 2025 16:14:06 GMT Hi everyone, I'm new in development and looking for solution on how to make my game random system easy to work and expand. It's a forage simulator. The idea is to make it as random as possible (spawn, random locations, prices, injury chance etc.). There will be a ton of staff with permanent and temporary modifiers (skills, jewelry, weather, seasons, potions etc.) 

If you can suggest ideas for how to make it all work and be able to add extra content in the future will appreciate it. Thanks in advance!

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https://itch.freezing.top/t/5471374/developing-rhythm-based-mechanics-in-unreal-engine-5-using-quartzDeveloping rhythm-based mechanics in Unreal Engine 5 using Quartzhttps://itch.freezing.top/t/5471374/developing-rhythm-based-mechanics-in-unreal-engine-5-using-quartzTue, 28 Oct 2025 10:15:02 GMTTue, 28 Oct 2025 10:15:02 GMTTue, 28 Oct 2025 10:15:02 GMTHello everyone,

I'm new to this forum, so apologies if this is not the right place for this question.  I'm trying to develop rhythm-based mechanics in Unreal Engine 5 using the Quartz scheduling system and I am looking for guidance on how to sync player actions and input to music using this system.  So far, I've done a lot of research and have been able to create and set a Quartz clock and sync in-game events to the beat of music, but I'm not sure how to handle anything that involves player action.  Any help is appreciated.  Thanks!

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https://itch.freezing.top/t/5118887/top-content-creators-discord-communities-friendly-for-indie-game-devsTop Content Creators Discord Communities Friendly for Indie Game Devshttps://itch.freezing.top/t/5118887/top-content-creators-discord-communities-friendly-for-indie-game-devsWed, 23 Jul 2025 20:27:52 GMTWed, 23 Jul 2025 20:27:52 GMTWed, 23 Jul 2025 20:27:52 GMT



Hey fellow developers and players,


My name is Cristi. I am part of the 16 BIT NIGHTS indie game dev studio, and I come here again with a new case study/marketing blog to help other indie devs. I also do this for free, so any support is appreciated.

I have seen lately an increase in PR agents in the game dev industry, and I see nobody brings any new information to the table, ofc most of what is said is good, but it's the same old information but presented from a different perspective.

So, for those of you who create games but have little to no marketing funds, I created this list with top content creators' friendly Discord communities for indie devs.

FAIR WARNING
Before using this list, please consider this:

1. Do NOT join to spam, aka "hit & run"! If you do this, you will most likely be ignored and probably banned. Try to get involved in the communities in a genuine way.
2. Do NOT send spam private messages with your game to the content creators! You can very fast end up blacklisted, and it's not cool to spam the people who help this industry.
If you want to send them your press kit, use the official ways; most of them have a public email on their channel for this purpose.
3. If you join other content creators' discords beyond this list, be careful; some of their communities are not so friendly towards indie devs and perceive everything as spam. I can give a few examples, but I prefer to keep this post on a positive side.
4. Keep it safe for work. Use common sense.
5. Posting in these communities will NOT guarantee that someone will make a video of your game, but it will surely bring some extra exposure.

Overall, what I try to say is: don't be a spammer; there is a thin line between spam and presenting your game.
This is a good way to get more eyes upon your creation. Just don't abuse it.

Let's begin!

1. Splattercat
This guy is not only one of the best content creators on indie games, but his community is very friendly with game devs as long as you are not a mindless spammer.
The moderators are also cool, and they engage with everyone in a very friendly manner. Just don't abuse their kindness, or you will hear "Hammer Time" song in the background.
Rooms of interest:
#greathall - do not talk about your game here, but use this room to talk to various people from the community, have fun, and make networking
#content-promotion - you can post in this room your links, preferably the milestones, such as youtube trailer debut, coming soon page debut, big update debut, game release steam link and so on
#game-dev - use this room to chat to other fellow developer from this community(players have also acces to it), you can also post about your game here, preferably posts like progress of your game, screenshots etc, you can also post links but preferably keep the links for the #content-promotion room.
#gamekeys-readpin - You can use this room to make small giveaways that will bring extra exposure to your game, + It its a nice way to give something back to the community and reward the players. Also, make sure you follow the guidelines.
Channel link: https://www.youtube.com/@Splattercatgaming
Discord Link: https://discord.gg/Splattercatgaming
Moderation, aka "how hard the police hits":  cool if you are cool
Activity: Very High

2. Alpha Beta Gamer
I was pleasantly surprised when I joined this community. They have a lot of friendly rooms for devs and some out-of-the-box approach.
The owner, Alpha Beta Gamer, is also very friendly and interacts with the community whenever he gets the chance.
#general - do not talk about your game here, but use this room to talk to various people from the community, have fun, and make networking
#share-your-art - If you are an artist, this is a room for you to post your artwork
#show-your-games - You can post here about your game links and everything, unfortunatley it has a forum format and not many people use it except for devs.
#jobs-collaboration-and-devs-for-hire - cool initiative to have an actual collab room for devs
#game-dev-chat - here you can talk to other devs and make more networking
#roast-my-steam-pahe - This is got to be the most original room in a content creator discord that I have seen. Everyone is reliant to give negative feedback, but here you can do it. Post link about your game here and be roasted, also, have fun and roast other devs
#playtest - you can post here a link to your game for others to check and give feedback
He also got a giveaway room and so on. A lot of rooms here for devs.
Channel link: https://www.youtube.com/@AlphaBetaGamer
Discord Link: discord.gg/3Gtqp9BDeY
Moderation aka "how hard the police hits": Gangsta Paradise
Activity: Very High

3. Perafilozof
This one is a hidden gem. If you have a real-time strategy or real-time tactics game, this is surely the place to join, his community is formed by both game devs and players of strategy games, and as a content creator, he is very friendly and responsive to all developers in and out of the community.
But please note: this community is strict on strategy games. Do not post about platformers or other genres.
#general-chat - do not talk about your game her,e but use this room to talk to various people from the community, have fun, make networking
#game-updates - post here about your game updates, milestones, links allowed, similar style to a devblog. Perafilozof reads this room, and if he finds important information, he will add it to his "RTS news" videos
#window-into-development - you can chat here with other devs and post stuff about your game
Channel link: https://www.youtube.com/@perafilozof
Discord Link: discord.gg/g7HkWAKfSz
Moderation aka "how hard the police hits": Gangsta Paradise
Activity: Good

4. Nookoroium
Here is another Discord community gem. Nook is one of the coolest content creators and his community reflects it.
He also got a funny Dad Jokes room that is worth checking.
#main-room -  do not talk about your game here but use this room to talk to various people from the community, have fun, make networking
#share-your-stuff - you can post here links on your milestones, game release and so on, just dont abuse and try to give some feedback to other people as well
#giveaways - you can use this room to make small giveways that will bring extra exposure upon your game + its a nice way to give somting back to the comunity and reward the players. Also, make sure you follow the guidelines. For this community, I think you need to contact Nook himself, preferably via email, since he does the giveaways himself.
Channel link: https://www.youtube.com/@Nookrium
Discord Link: discord.gg/amuj3Ky
Moderation aka "how hard the police hits": cool if you are cool
Activity: Good

5. Frazzz
This guy is a weird one, but I'm adding him here because I owe him money.... im joking:))))
Frazzz got a friendly community for indie devs, and sometimes I see extreme humor there, just how I like it.
#general - do not talk about your game here, but use this room to talk to various people from the community, have fun, make networking
#devs-publishers-lounge - here you can talk and post about your game; it is a very permissive room. Have fun
Channel link: https://www.youtube.com/@FrazzzYT
Discord Link: discord.gg/466CMVGXP9
Moderation aka "how hard the police hits": Pssst, boy, wanna buy some skins?
Activity: Decent

6. Henchbots
Yet another indie game content creator with a friendly community for devs.
#nerdtalk - do not talk about your game here, but use this room to talk to various people from the community, have fun, make networking
#arts-crafts-creations - you can post here about your game progress, milestones, releases
Channel link: https://www.youtube.com/@wanderbots
Discord Link: discord.com/invite/wanderbots
Moderation aka "how hard the police hits": Stay still, move slowly
Activity: Decent

7. Christopher Odd
This community is heavily focused on turn-based games, so do not post here about puzzle games or other genres.
Cool fact, he also contributed to the game "Every Day We Fight."
#chat-and-stuff - do not talk about your game here, but use this room to talk to various people from the community, have fun, make networking
#self-promotion - only post links on big milestones, do not abuse the kindness of this community
Channel link: https://www.youtube.com/@ChristopherOdd
Discord Link: https://discord.gg/christopherodd
Moderation, aka "how hard the police hits": Stay still, move slowly
Activity: Low

8. Bestindiegames
Any type of game genre is welcome here as long as it's indie.
#upcoming-indie-games - post here link to your coming soon pages
#game-dev-promo - post here milestones and progress
Channel link: https://www.youtube.com/@ClemmyGames
Discord Link: discord.gg/aU9qp9Y
Moderation aka "how hard the police hits": Gangsta Paradise
Activity: Low





Many other Content Creators have Discord communities, but not all are friendly towards indie devs, so make sure you read the rules when joining one so you don't waste other people's time or your time.



Regards,
Cristi P. - 16 BIT NIGHTS

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https://itch.freezing.top/t/5468295/noob-to-godot-how-do-i-program-a-game-like-thisNoob to Godot - How Do I Program a Game Like This?https://itch.freezing.top/t/5468295/noob-to-godot-how-do-i-program-a-game-like-thisMon, 27 Oct 2025 14:27:02 GMTMon, 27 Oct 2025 14:27:02 GMTMon, 27 Oct 2025 14:27:02 GMT

Hello, itch.io community! I am working on a game called My Cute Woolly Bear - an animal care/dress up game where the pet you take care of is a Woolly Bear Caterpillar. As I work on the dress up segment, I want to gather some feedback as to how to approach the care segment of the game. The video referenced below is how I want the controls of the game to go - you click on an item and then drag it to the Woolly Bear to care for it. Problem is, I'm a complete noob when it comes to Godot and I need to how to I can program a game like this.

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https://itch.freezing.top/t/5442836/any-technical-tips-for-implementing-multiplayer-in-my-gameAny technical tips for implementing multiplayer in my game?https://itch.freezing.top/t/5442836/any-technical-tips-for-implementing-multiplayer-in-my-gameMon, 20 Oct 2025 18:43:09 GMTMon, 20 Oct 2025 18:43:09 GMTMon, 20 Oct 2025 18:43:09 GMTHi everyone! I'm the developer of ToWhere?  We're currently working on the multiplayer of the game and we want to make it "P2P", so the players could play with each other without the centralized server. If someone here will give me some tips how to implement it in Godot I'll be really grateful, because I'm struggling with it already for a week. I'm gonna try Noray plugin for it. Thanks in advance for any guidance!
Feel free to reach out on Discord if you feel like #Lynnboass

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https://itch.freezing.top/t/5451788/game-ideaGame Ideahttps://itch.freezing.top/t/5451788/game-ideaThu, 23 Oct 2025 16:22:25 GMTThu, 23 Oct 2025 16:22:25 GMTThu, 23 Oct 2025 16:22:25 GMTHi,

I have an idea for an mmorpg game. However, i lack the skills and knowledge to make it happen (I only know web design and basic C). It is about an anime style openworld mmorpg with various race as playable characters. 

1.)There's no levelling system. Characters can only raise their own stats or proficiency by experience gained through various activities (combat, training, eating, reading, solving puzzles, ect..)

2.)Characters gain traits and skills depending on their gameplay as well as qualification to evolve by meeting specific requirements. (Skills and Race have ranks and such.)

3.)There are also lots of combat, support, and lifestyle Classes as well as Titles like Noble Ranks, Kings, Etc.. 

So far, I only have drafts of my idea. I just want to share because i want to know if its something possible to do or not?

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https://itch.freezing.top/t/3812972/indie-game-marketing-on-a-budgetIndie Game Marketing on a Budgethttps://itch.freezing.top/t/3812972/indie-game-marketing-on-a-budgetTue, 04 Jun 2024 17:11:02 GMTTue, 04 Jun 2024 17:11:02 GMTTue, 04 Jun 2024 17:11:02 GMTI started a blog called True Launch Innovators where I hope to focus on the stories of indie game devs and offer tips and advice on game dev, game design, and marketing. Today's post focuses on Indie Game Marketing on a Budget https://truelaunchinnovators.substack.com/p/indie-game-marketing-on-a-budget?r=3.... I hope you will check out my blog.

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https://itch.freezing.top/t/5405505/need-suggestions-for-a-coding-websiteNeed suggestions for a coding websitehttps://itch.freezing.top/t/5405505/need-suggestions-for-a-coding-websiteThu, 09 Oct 2025 21:05:56 GMTThu, 09 Oct 2025 21:05:56 GMTSun, 12 Oct 2025 19:12:45 GMTHey, I'm very new to coding, but have been interested in it for a long time, and I was just wondering if anyone had a suggestion for a coding website. Because of restrictions, I'm looking for a free, beginner friendly website that I can use on a Chromebook and don't need to download an app or anything for.  

My background in coding is very small, but I know a bit of python and HTML, and have done a JavaScript class before, but I've never made a game before and I want to. 

P.S. Sorry if I posted this in the wrong place, I just got here. 

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https://itch.freezing.top/t/646271/promoting-your-game-with-zero-budget-the-big-indiedev-marketing-guidePromoting Your Game With Zero Budget; The Big IndieDev Marketing Guide!https://itch.freezing.top/t/646271/promoting-your-game-with-zero-budget-the-big-indiedev-marketing-guideFri, 03 Jan 2020 23:52:29 GMTFri, 03 Jan 2020 23:52:29 GMTSat, 04 Jan 2020 01:50:45 GMTHello! I lurk around these boards a lot and see lots of the same questions popping up re: marketing, and how to build awareness for your game. I thought it might be helpful to put together a little list of action points - broken down into pre-launch and launch - with some best-practice and accompanying resources where necessary. 

I've kept things fairly top level here, as don't want this to become an essay. Marketing for games is a complex beast that covers many platforms and disciplines - each with their own dedicated jobs in AAA games - and the below is very much just the broad strokes. There's plenty more that could be said for each one of the points below, so please give me a shout if anything can be clarified further. 

---

PRE-LAUNCH

CREATE YOUR BRAND ASSETS

Your brand assets are everything a consumer/player will see about your game before they actually get their hands on it. They will make their mind up about your game exclusively from these assets. These assets need to accurately represent your game, and distil what it's all about with as much impact as possible (this is the world of my day job, by the way, there's a lot of work that happens here). You'll want to work on these alongside the development of the game itself - the earlier the better. The list below could  be plenty longer, but at the bare minimum you'll want to create:

  • Trailer
  • Language/Descriptions - you'll need language at varying lengths for various places, but create a razor (or 'X' Statement), short (one sentence) and long description (one paragraph) for your game in addition to bulleted feature list. 
  • Key Art - traditionally box-art, this will likely be your main store/capsule imagery. 
  • Screenshots - 6 minimum. Try to show the breadth of your games features, and diversity of environments/characters/etc
  • A great .gif!

This ultimately will be what populates your store pages. 

More on branding:
Mottos, Mantras and Mission Statements; 4 Steps to Studio Branding
The Big Game Branding 101
How to get your game across in five seconds (Amazing talk on the importance of GIFs and how to make 'em. Thomas Reisenegger is the king of this)
Creating a GIF for your game 

BUILD YOUR CHANNELS 

Again, apologies if this is bleedingly obvious, but ensure your studio* has the following channels all set up and good to go in preparation for the announce/release of your game: 

 *studio over game, if possible - this will ensure future games build off the hard work of your channel building and can be re-used for the next project!

  • Twitter - don't exclusively promote yourself; follow and interact with other studios and developers. Use the #screenshotsaturday, #indiedevhour, #indiedev and #gamedev hashtags to share your content where appropriate, and ensure others can find it and signal boost. Batch and schedule tweets weekly if you find the regularity tough. 
  • FB - slowly moving away from relevancy for game marketing, but good to create an initial grass roots community of your closer friends/family. Blanket invite your entire friends list to the page. 
  • Instagram - good for sharing in progress screens and videos. Thriving little IndieDev community here. Again, follow the #gamedev #indiedev etc hashtags, interact with similar content, and you'll slowly build a reciprocated following. 
  • YouTube - I'm a solo-dev so don't have time/resource to really take advantage of this channel. Other than trailers, though, BTS Studio Updates, Dev Let's Plays and VLOGs can all help boost the channel.  
  • Tumblr - I've yet to find much luck here, but have an account I post to regardless. Would be interested to hear others experiences here.
  • Discord - I won't claim to be an expert here, am am still learning myself, but I've included a guide to getting the most out of Discord below. 
  • LinkedIn - yawn. Can't hurt depending on how seriously you're taking things, though. I've been tinkering with this recently. 
  • Mailing List - arguably the most important of the bunch. Direct marketing at its finest. Give an incentive for people to sign up (discount/eBook/demo etc), don't spam, keep consistent and regular updates. Watch your open-rates closely, and tweak your content (or when you send your content) based on what works and what doesn't. If your list snowballs and you're a studio with several games/products, use list segments wisely so you're not sending irrelevant content. 

More on building social: 

Getting the most out of Discord
Email Marketing 101: How to Actually Use Your Mailing List (Chris Zukowski is the master of email marketing, and I'd recommend signing up to his mailing list for more)
[TO BE UPDATED]

--

LAUNCH

  • Write a press release this doesn't cost a penny and there's no reason not to do it (I'd actually recommend doing it before you write a line of code; it will help clarify your vision and envisage the end-product and proposition). If you can't condense your game into a press release, you'll struggle to sell it. Be sure to find an angle. It's often the story that is picked up on here, not a description of your game; find your hook (you developed the game in hospital, your game was made during a game jam on a  boat, your game is the first to bring together genre[x] and genre[y] etc etc) 
  • Send your press release - most news editors have their email addresses on contact pages / twitter pages. Find them in advance. Build a list. Find writers interested in your genre/platform. Personalise the intro - don't blanket mail your entire list. Also sign up to GamesPress and submit to that - which will then be syndicated across gamasutra etc. 
  • Create a press kit, and link to it in press release - also ensure it's available on your website. Use presskit()
  • Post on all your own channels (listed above), in addition to the below: 
  • Imugr  - Imugr can have *amazing* virality with a little luck. Post your best screens/gifs, with the right tagging, and it could find the right crowd. 
  • IndieDB - set up studio/game pages; post your release news here
  • Reddit - be sure to have an active account that regularly interacts with other content, then share your own news to the relevant channels (r/indiedev, r/gamedev r/adventuregames etc)
  • Steam post - assuming your game is on Steam, ensure to post your Out Now blog/copy here. 
  • itch.io- obviously :) Write an Out Now dev log, opt into the press program, use this forum, and respond to content creators looking for games that might fit what you've worked on
  • Genre-specific publications - for example, if your game is an Adventure game, post to AdventureGamers.com, or if it's an audio game, post to audiogames.net. You'll need to do a bit of research for this one. 
  • Do a giveaway! Gleam is *fantastic* for this, and will help boost your channels in the process. It needs $$$ to unlock more functionality, but is perfectly fine at a free level. 

Resources:

PressKit()

---

I by no means consider the above exhaustive and plan to update soon; please do send me other articles/guides you think would be a good fit here, and I will update this post with additional insight anybody may find useful. 

If you have more specific questions or want to chat, hit me up on Discord. I also blast out similar articles and guides to my mailing list and Patreon page. 

Thanks!

Jamin

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https://itch.freezing.top/t/5440029/godot-visual-scriptingGodot visual scriptinghttps://itch.freezing.top/t/5440029/godot-visual-scriptingSun, 19 Oct 2025 23:34:07 GMTSun, 19 Oct 2025 23:34:07 GMTMon, 20 Oct 2025 04:56:40 GMThi, i have a question? Is visual scripting good for dev teams that only have one coder (me)? Because less work and faster prototyping? I've seen some say yea and some say WUT U USE VISUAL SCRIPT?!?! HAHAHAHAHAH so yeah, because choo choo charles was made in all visual script because, he is a solo dev :/

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https://itch.freezing.top/t/5439382/madeloneMadelonehttps://itch.freezing.top/t/5439382/madeloneSun, 19 Oct 2025 20:59:06 GMTSun, 19 Oct 2025 20:59:06 GMTSun, 19 Oct 2025 20:59:06 GMTMe and my best friend are making a game called Madelone and it's like Minecraft but 2D. This clone might have some differences and we won't use any Minecraft sounds or textures, everything is made by us. I might post devlog here and on Twitter/X, you should follow me there! @sparks24_lol

I'm still waiting for my friend to finish drawing the textures, but soon the Alpha 0.1.0 version will come out.

The first Alpha version will be available here, and soon i'm gonna make the game's website.

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https://itch.freezing.top/t/4969973/learning-how-to-get-better-at-game-developmentLearning how to get better at game developmenthttps://itch.freezing.top/t/4969973/learning-how-to-get-better-at-game-developmentTue, 10 Jun 2025 01:32:21 GMTTue, 10 Jun 2025 01:32:21 GMTTue, 10 Jun 2025 01:32:21 GMTThis post might be too general, but wondering if anyone has any notes they'd like to share on how they are currently attempting to improve in game development in terms of game design.


1. 1 week on 1 week off.

For quite a while I thought always being on and working 1-3 hours a day every day would result in me making better games. Turns out it burns me out and also leads me to making games that were similar and almost uninspired.

Right now I am doing  1 week making games, 1 week relaxing and learning game related skills. So far I feel like it's giving me room to breathe and orient myself to what I want to do instead of always trying to be productive with not much thought for the future.

2. Reviewing popular games on itch.io (including genres you don't like necessarily) Noting  why you think people might like them, also noting what you like and don't like about certain games, and how you'd improve them. 

I feel like it helps me get new ideas and help me see what is currently being made. For the first couple years of dev I really liked rogue-likes and that's pretty much all I made.

3. Doing game jams and rating / reviewing other peoples jam submissions.

I feel like doing game jams often makes me have to make something presentable within a short amount of time. Also makes me not default to making a variation of a game that I've done several times. 

Reviewing other jam submissions I feel helps me see how other devs have thought about how they took the theme. Also hoping I can make some solid game dev friends that we can bounce ideas with or pass builds between one another.

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https://itch.freezing.top/t/5400467/how-we-solved-360-shooting-mechanicHow we solved 360' shooting mechanichttps://itch.freezing.top/t/5400467/how-we-solved-360-shooting-mechanicWed, 08 Oct 2025 09:51:44 GMTWed, 08 Oct 2025 09:51:44 GMTWed, 08 Oct 2025 09:51:44 GMTThis was one of the biggest challenges we faced when developing a top down survival shooter as every game we looked at cheated the rotation by breaking the shoulders or the hands. Here's how we eventually solved it...

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https://itch.freezing.top/t/5397910/need-music-for-your-game-im-here-to-work-with-youNeed music for your game? I’m here to work with you!https://itch.freezing.top/t/5397910/need-music-for-your-game-im-here-to-work-with-youTue, 07 Oct 2025 15:29:57 GMTTue, 07 Oct 2025 15:29:57 GMTTue, 07 Oct 2025 15:29:57 GMTHey everyone,

I’m a composer creating cinematic, atmospheric and emotional music for games, films and other visual projects.
My focus is on soundtracks that enhance emotion, atmosphere and storytelling — from calm, emotional moments to epic, heroic themes.

🎧 You can listen to my work here:
👉 https://www.youtube.com/@NOBODY-nt1es

I’m open to collaborate with indie developers, solo creators, or small teams who are looking for original music for their game.
Whether it’s a short trailer, background music or a full soundtrack, I’d love to contribute to your world.

If you’re interested, feel free to DM me here or email me at:
📩 nobodyproduction3@gmail.com

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https://itch.freezing.top/t/5349210/free-software-for-organizing-indie-dev-teamFree software for organizing indie dev teamhttps://itch.freezing.top/t/5349210/free-software-for-organizing-indie-dev-teamWed, 24 Sep 2025 19:34:38 GMTWed, 24 Sep 2025 19:34:38 GMTWed, 24 Sep 2025 19:34:38 GMTHello friends! We are so, so excited to finally share something we’ve been pouring our hearts into: imsc.space

Ever felt like game development is a bit... chaotic? Like you’re juggling a million documents, spreadsheets, and to-do lists, and you just wish everything could be in one happy, organized place?

Well, we’ve been feeling that too. And that’s why we built IMS Creators. It's cozy, all-in-one hub designed to take your game from that first spark of an idea all the way to launch, together.

Here you can:

  • Define your games world and rules: write game design document, plan your dialogues, levels and build a living document that actually grows with your project
  • Hug your team tighter (figuratively, of course!). Plan your work on cute, customizable boards, see everyone’s progress at a glance, and make sure nobody gets lost on the way to launch day
  • Make your game engine smile! Tune your game's balance and then zap it directly to Unity, Unreal, or Godot with a click. No more messy spreadsheets or manual copying. We pinky promise

And one more thing: it's free for indie devs! 

Please check it and write your feedback: imsc.space

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https://itch.freezing.top/t/5383663/python-in-godotPython in Godothttps://itch.freezing.top/t/5383663/python-in-godotSat, 04 Oct 2025 13:59:53 GMTSat, 04 Oct 2025 13:59:53 GMTSat, 04 Oct 2025 16:10:03 GMTHi Brainiacs -

I noticed there is a way to use Python in Godot? 

Sounds like a kind of "bolt on"? 

How solid is that?

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https://itch.freezing.top/t/5376298/esperienze-nella-progettazione-di-un-mahjong-online-con-html5jsEsperienze nella progettazione di un Mahjong Online con HTML5/JShttps://itch.freezing.top/t/5376298/esperienze-nella-progettazione-di-un-mahjong-online-con-html5jsThu, 02 Oct 2025 04:56:34 GMTThu, 02 Oct 2025 04:56:34 GMTThu, 02 Oct 2025 05:25:14 GMT

Ciao a tutti,

volevo condividere alcune riflessioni sullo sviluppo di un progetto personale: la creazione di un Mahjong Online Gratis utilizzando HTML5 e JavaScript. L’idea è nata dal desiderio di portare un gioco classico in una forma accessibile a chiunque, senza bisogno di installazioni o registrazioni.

Durante il processo mi sono trovato di fronte a diverse sfide:

  • Gestione delle tessere: organizzare le combinazioni e i layout in modo dinamico non è banale, soprattutto quando si vogliono creare vari schemi personalizzati.

  • Logica del gioco: implementare la regola dei collegamenti (linee che si piegano massimo due volte) richiede un algoritmo efficiente, capace di reagire velocemente anche su dispositivi meno potenti.

  • Ottimizzazione grafica: con HTML5 Canvas e CSS3 è possibile ottenere animazioni fluide, ma serve attenzione alla compatibilità con diversi browser.

  • Accessibilità: l’obiettivo di un titolo “gratis e online” è raggiungere il maggior numero di persone, quindi il design responsivo è fondamentale.

Per ora il progetto è in fase prototipale, ma sto pensando di aggiungere modalità di punteggio e livelli progressivi. Mi piacerebbe sapere se altri sviluppatori hanno provato a realizzare giochi simili e quali strumenti o librerie hanno trovato più utili.

Ogni consiglio o feedback è ben accetto!

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https://itch.freezing.top/t/5240112/how-to-convert-python-built-game-into-html5-gameHow to convert python built game into HTML5 game?https://itch.freezing.top/t/5240112/how-to-convert-python-built-game-into-html5-gameFri, 22 Aug 2025 10:54:48 GMTFri, 22 Aug 2025 10:54:48 GMTFri, 22 Aug 2025 12:00:32 GMTHow to convert python built game into HTML5 game? 
I want to convert my python game (---.py) into a HTML5 game (---.html). 

But I don't know how to do that. I tried to get help from AI, but don't want to use AI for developing games rather it gave me a code that I didn't like. I got an idea 'pygbag'. But the problem is I don't know how to use this. Please answer me.

Note: I have already uploaded the python game on itch.io; I have the python file/scrypt also.  Click here to see my python game

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https://itch.freezing.top/t/5352857/n64-homebrew-dos-an-dontsN64 homebrew dos an dontshttps://itch.freezing.top/t/5352857/n64-homebrew-dos-an-dontsFri, 26 Sep 2025 01:14:04 GMTFri, 26 Sep 2025 01:14:04 GMTFri, 26 Sep 2025 01:14:04 GMTI'm going to try to relay as much info about nintendo64 homebrew development as best as i can. I do need to note a few things before i begin.

before you ask i have no officially licenced n64 development experience  but i think i was way to involved in getting n64 homebrew development up to the point it is that some of it lives rent free in my head.


lets  do the donts.


do not use nintendos sdk for the love of god. its 1 not even better than homebrew. and 2 nintendo does crack down on things using proprietary tool chains.

do not reuse models form nintendo games as they will see it in the same light as above. the entire point of using a homebrew sdk is to avoid legal issues and this defeats the purpose.

dont use any leaked documentation as i wont even apply.


the above is due to the nature of this console being in a place where we have gotten to a state where its not reqired to use anything proprietary much like generations before this console.


if you want something like gbstudio for n64 you wont find it.

if you want to use a premade engine some exist.

if your expecting to have to lean mips assembly you do not.

if you are expedcting your games to run in any n64 emulator you will not.


So if you are not intiminated yet heres the things really needed.


for a dev kit you would install libdragon. unlike nintendos this is actually perfered. it supports c cpp rust and i think someone ported go.

c works the best. rust is incomplete but is planned to be maintained in the official repo when complete. cpp usually goes untested and 3rd party microcodes like tiny3d tend to not work. go never tried.

for music you have options, libdragon suports .xm files. it also suports streamed using .mp3 and .wav.


for games intended dor flashcarts you are not limited to the native rom size as sd io is present.


for graphics it supports cpu and rsp rendering and has a opengl 1.1 comlient implimentation.

it is not entirely wise though to use that as tiny3d will allow you to use the hardware's full feature set using blender to make gltf with fast64 to add the n64 specific things.


for people wanting animatons you are in luck as unlike nintendos sdk this one knows about the "non features" sgi talked about. it has mips 3 complient avi hardware acelleration.  in short a dedicated programmer could remake resident evil 1 with no comprimises if they wanted to.


the caviots would be this.


the sdk often dips into the expansion ram.

hardware acceleration works best in the preview branch.

skined models dont support bone weights. they only use vertex groups. the exporter will pick and chose the group thats effected the most wehn exporting. no floating limbs nessacery.

this is an early console so yes its runs circles around a snes and technically is i a tiny faster than ps1 but have realistic expectations.


for emulation there are 2 ones that i can recommend

ares - the same devs that make lib dragon make this so this one is guarrentied to work

gopher64 - this one aims to be the successor to simple64 by the same dev and tries to maintain libdragon support. it can sometimes break but usually works.

to get started mpt blender 4.1 fast64 and wsl or real linux would be a must. other things are flexable so if you have a preference between bandlab or flstudio i dont think that part matter. same with kirita / gimp / adobe / ect.

for engines i think the most complete is hlfg. its an acrynym for happy little frog game. collision is shotty but for small games i would recommend studying the quirks and working within them.


also keep in mind you are stuck compileing your code in a gcc cross compiler for now. i doubt other compilers will be added.

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https://itch.freezing.top/t/1762102/renpy-how-do-i-make-translations-should-i-make-translations-for-my-visual-novel[Ren'Py] How do I make translations? Should I make translations for my visual novel?https://itch.freezing.top/t/1762102/renpy-how-do-i-make-translations-should-i-make-translations-for-my-visual-novelMon, 15 Nov 2021 22:33:52 GMTMon, 15 Nov 2021 22:33:52 GMTTue, 16 Nov 2021 04:26:15 GMTI made a visual novel called My Dear Kitsune. How would I make it available in other languages? I tried to generate translations but it did nothing. Am I doing something wrong? Also, should I even translate it? Or would the translations be inaccurate?

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https://itch.freezing.top/t/5345796/swatch-tool-for-unity-environmentSwatch Tool for Unity Environmenthttps://itch.freezing.top/t/5345796/swatch-tool-for-unity-environmentTue, 23 Sep 2025 15:55:31 GMTTue, 23 Sep 2025 15:55:31 GMTTue, 23 Sep 2025 15:55:31 GMTHello there, my fellow devs!

I made a swatch tool for Unity to help me create changeable themes for my game (more of a platform, really). 

 https://darn-ok.itch.io/swatch-unity-tool

I often got stuck on what color a sprite should have for it to look good (it didn't look good). Now I don't have that problem.
I use my swatches and get colors from an image that someone who knows their colors has created.

I'm a programmer by heart, not an artist, but when I limit myself, I find the art creation process much easier, for example, now I'm making pawns in resolution 8x8, in grayscale: tone white and light gray. And I'm proud of my work (almost as much as of this tool).

My recommendation: LIMIT YOURSELF AND YOU'LL BE MORE CREATIVE, and try out my tool ; )

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https://itch.freezing.top/t/5328320/bitsy-ritual-collection-monthly-games-twine-novel-in-progressBitsy Ritual Collection – Monthly Games & Twine Novel in Progresshttps://itch.freezing.top/t/5328320/bitsy-ritual-collection-monthly-games-twine-novel-in-progressThu, 18 Sep 2025 19:58:21 GMTThu, 18 Sep 2025 19:58:21 GMTThu, 18 Sep 2025 19:58:21 GMT

🧩 Bitsy Collection – Ritual Games, Poetic Fragments, and Visual Journeys

A modular archive of symbolic experiences

This collection brings together ten narrative games created in Bitsy, each designed as a poetic fragment, a contemplative puzzle, or a ritual passage. They explore themes of duality, memory, silence, loss, transformation, and the infinite act of walking—through minimal visuals, symbolic gestures, and emotionally resonant text.

🕯️ Whether you’re opening a flower that resists time, walking without promises, or facing a red stain that never stops watching, each game invites you to pause, reflect, and descend.

🧩 Featured Titles

  • The Meaning of Life – An interactive poem about dualities: love and hate, truth and lies, pain and healing.
  • Tres Deseos – A man relives one final day with his wife and child. A quiet story about memory, silence, and gratitude.
  • The Same – The Other – An endless walk between opposites. Each step reveals a phrase. Each phrase, a mirrored truth.
  • Welcome Protocol – A red stain follows you. You cannot go back. You cannot close your eyes. A ritual of confrontation.
  • Night Road – A silent walk beneath a starry sky. No destination. No end. Only the choice to keep walking—or stop.
  • Walking Without Promises – A forest without answers. Two hidden endings. A journey that asks nothing but presence.
  • Flower That Cannot Open – A garden of hesitant blossoms. No urgency. No victory. Only cycles and gestures.
  • Leave Something Behind – Rooms that remember. Objects that whisper. What will you leave behind to become human?
  • Maze Escape – Two levels. Two puzzles. A castle that won’t let you go without light.
  • System Error – A BIOS boot loop in monochrome. POST, RAM, keyboard check… and the same error, again and again.

🎮 All games are free to play and created in Bitsy. 📁 Explore the full collection here: https://itch.freezing.top/c/6194155/2025-juegos-bitsy-bitsy-games 🖼️ Each game includes a small image and bilingual description. 📅 New titles are added monthly. This archive is alive.

🧩 Colección Bitsy – Juegos rituales, fragmentos poéticos y recorridos visuales

Un archivo modular de experiencias simbólicas

Esta colección reúne diez juegos narrativos creados en Bitsy, cada uno diseñado como fragmento poético, acertijo contemplativo o tránsito ritual. Exploran temas como la dualidad, la memoria, el silencio, la pérdida, la transformación y el acto infinito de caminar—a través de visuales mínimos, gestos simbólicos y texto emocionalmente resonante.

🕯️ Ya sea abriendo una flor que resiste al tiempo, caminando sin promesas o enfrentando una mancha roja que nunca deja de observar, cada juego invita a detenerse, reflexionar y descender.

🧩 Títulos destacados

  • The Meaning of Life – Un poema interactivo sobre dualidades: amor y odio, verdad y mentira, dolor y sanación.
  • Tres Deseos – Un hombre revive un último día con su esposa e hijo. Una historia íntima sobre memoria, silencio y gratitud.
  • The Same – The Other – Una caminata infinita entre opuestos. Cada paso revela una frase. Cada frase, una verdad reflejada.
  • Welcome Protocol – Una mancha roja te sigue. No puedes retroceder. No puedes cerrar los ojos. Un ritual de confrontación.
  • Night Road – Una caminata silenciosa bajo un cielo estrellado. Sin destino. Sin final. Solo la elección de seguir caminando—o detenerse.
  • Walking Without Promises – Un bosque sin respuestas. Dos finales ocultos. Un recorrido que no exige nada más que presencia.
  • Flower That Cannot Open – Un jardín de flores que dudan. Sin urgencia. Sin victoria. Solo ciclos y gestos.
  • Leave Something Behind – Habitaciones que recuerdan. Objetos que susurran. ¿Qué dejarás atrás para convertirte en humano?
  • Maze Escape – Dos niveles. Dos acertijos. Un castillo que no te dejará ir sin luz.
  • System Error – Un bucle de arranque BIOS en monocromo. POST, RAM, teclado… y el mismo error, una y otra vez.

🎮 Todos los juegos son gratuitos y creados en Bitsy. 📁 Explora la colección completa aquí: https://itch.freezing.top/c/6194155/2025-juegos-bitsy-bitsy-games 🖼️ Cada juego incluye una imagen pequeña y descripción bilingüe. 📅 Se agregan nuevos títulos cada mes. Este archivo está vivo.

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https://itch.freezing.top/t/5003332/new-hereNew herehttps://itch.freezing.top/t/5003332/new-hereFri, 20 Jun 2025 04:44:04 GMTFri, 20 Jun 2025 04:44:04 GMTFri, 20 Jun 2025 04:44:18 GMTI’m new to game developing and I’ve been dying to make these games I think would be amazing. If anyone could help me learn how to make games I’d be very grateful!

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https://itch.freezing.top/t/5297896/compute-shaders-or-how-i-stopped-worrying-about-ai-and-loved-codexCompute Shaders or How I Stopped Worrying about AI and Loved Codexhttps://itch.freezing.top/t/5297896/compute-shaders-or-how-i-stopped-worrying-about-ai-and-loved-codexMon, 08 Sep 2025 11:10:00 GMTMon, 08 Sep 2025 11:10:00 GMTMon, 08 Sep 2025 11:15:26 GMTWhat if there was something that could unlock the power of computer shaders without taking 10 years of development from an 8 person team? Does anyone else have experience with AI agents and compute shaders. What ideas do you have to use them? I think using them for sims is a perfect match. For example could you imagine how awesome pretty much anything from Oxygen Not Included to Dwarf Fortress or even Sim City/City Skylines would be with the power of computer shaders? Let's talk about this because it's like replacing a go-kart motor(CPU) with a jet engine(GPU). I think compute shaders in sim games is long overdue and the tech is here now to do it. Does anyone have any thoughts questions or anything to keep the conversation going?

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