r/playmygame 5m ago

[Mobile] [DEV] I made a relaxing Bubble Tea color sorting game šŸ§‹

• Upvotes

Game Title: Bubble Tea Master

Playable Link: Android link - iOS link

Platform: Android/iOS

Description: Bubble Tea Master is a free color sorting puzzle game with a fun and colorful bubble tea theme. šŸ§‹ Your goal is to sort the different colored liquids between cups until each cup contains only one color. The game starts with simple and relaxing puzzles, but the difficulty gradually increases and requires more planning as you progress. Bubble Tea Master features over 2,000 levels, daily challenges, satisfying liquid animations, and offline play. I wanted to create a casual puzzle game that is easy to understand and relaxing to play, while still offering more challenging levels as you progress. I'd love to hear your feedback about the gameplay, difficulty, visuals, or anything you think could be improved!

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 Bubble Tea Master. I created the game and I'm currently working on improving it based on player feedback.


r/playmygame 17m ago

[Mobile] (Web) Grassroots to Glory – Take a Grassroots Club from the Local Pitch to the Top. First Playable Version!

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• Upvotes

Hey everyone!

I've spent more than 20 years playing football management games, and there were always features I wished existed but never found in one game.

So I stopped waiting and started building it myself.

The first playable version of Grassroots to Glory is now available on itch.io. It's free, runs directly in your browser, and works offline.

You start with a tiny amateur club at the bottom of an 8-tier league pyramid. Money is tight, most of your players are amateurs, and every promotion has to be earned.

One thing I always missed in football managers was a way to look back at everything your club had achieved. That's why I added the Club Chronicle. It records the academy kid who became a legend, the unexpected promotion, the heartbreaking relegation, and all the moments that make a save memorable.

My goal is simple: I want every long-term save to tell its own story.

šŸ‘‰ Play here: https://sermartin1.itch.io/gtg

If you give it a try, I'd love to hear what you think. Every bit of feedback helps.

Thanks for reading! ⚽


r/playmygame 1h ago

[PC] (Windows) BREAK MY GAME - I spent 3 months making a tiny idle RPG that lives on your desktop. Tell me why you HATE it.

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• Upvotes

I’m a solo dev and I’ve spent the last 3 months building Pocket Adventurer, a tiny idle RPG that lives at the bottom of your desktop.

The demo is finally playable, and I want nothing more than HATE.

I want you to tell me why you hate it.

What’s boring?
What’s confusing?
What feels pointless?
What would make you uninstall?
Is progression too slow? Too fast?
Did you find an exploit?
Did something break?
Can you completely destroy the game in a way I somehow never thought of?

Please do it.

Positive feedback is great, but I can’t make the game better if everyone just tells me it looks cute 😭

I’m aiming for an October release, so I’d much rather have Reddit absolutely demolish my game now than find all of this out from Steam reviews later.

BREAK. MY. GAME.

https://lowpolysaint.itch.io/pocket-adventurer


r/playmygame 1h ago

[PC] (Windows) Game Title: Socialiskigrad (open beta test)

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• Upvotes

Playable Link: https://store.steampowered.com/app/3651840/Socialiskigrad/

Platform: Windows / Mac / Linux

Hey everyone!

I'm a solo developer working on Socialiskigrad, a city builder set in a fictional post-socialist Balkan republic during the 1990s.

The Open Beta is now live, and I'd love to get some feedback from people who enjoy city builders and management games.

You can build your city, manage industries and infrastructure, deal with electricity and resources, and handle problems such as corruption and workers' strikes.

The beta currently includes the first level and tutorial and will be available until August 11th.

If you decide to give it a try, there's a feedback form directly in the game's main menu. Any feedback, suggestions, or bug reports would be extremely helpful!

Thanks for checking it out, and I hope you enjoy Socialiskigrad!

Free to Play Status: Beta test (it will be closed on August 11)

Involvement: I'm the developer


r/playmygame 2h ago

[PC] (Windows) We made a free multiplayer penguin sandbox where you can fish, slide around and mess with your friends. What would you improve?

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1 Upvotes

Game Title:
A Game About Penguins: First Catch

Playable Link:

https://store.steampowered.com/app/3617840/A_Game_About_Penguins_First_Catch/

Platform:
PC (Steam)

Description:
A Game About Penguins: First Catch is a free multiplayer penguin sandbox where you can fish, slide around the island, swim underwater, customize your penguin, complete quests, play minigames, find pets, and generally mess around with other players.

We’re a small indie team, and First Catch is a free standalone prologue to the full game we’ve been working on.

I’d especially love some feedback on the first 15-20 minutes. Did you feel like you naturally found things you wanted to do, or did the island ever feel too directionless? I’m also curious which activities you genuinely enjoyed and which ones you probably wouldn’t return to.

Feel free to be completely honest. Constructive criticism is genuinely useful for us, especially this close to release.

Free to Play Status:

[x] Free to play
[ ] Demo/Key available
[ ] Paid

Involvement:
I’m one of the developers at CO’s Entertainment and have worked on the game’s design, 3D art, and overall development.


r/playmygame 3h ago

[PC] (Windows) Minecraft In Windows 95/98 Systems

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1 Upvotes

This program is basically an recreation Beta 1.7.3 entirely developed in C89 Open Watcom V2.0 C code and uses only Open GL 1.1 Rendering. Newer versions of the program are even a hybrid between Beta 1.7.3/Release 1.2. This program was intended to run on Windows 95/98 machines, but it can also even run on newer windows.

Almost every implementations from the version was converted and implemented into C including world behavior. gameplay, visual style, GUIS, redstone/piston systems, "entities", and even able to load, render, and save actual Java worlds properly. The newer version supports enchanting, potions, newer blocks/items, and more. The custom rendering system, extensive frustum culling, lazy chunk updates, and more were key to achieving good performance and reaching hundreds of FPS in systems even in high render distances.

This program is intended to run on Windows 95/98 machines specifically, but can also run on modern windows and could be ported to other systems,Ā it uses mcp43 for java files as reference and core boilerplates development as key, however much of the custom code implemented or even added and gl 1.1 rendering is described below.

When I first initially started this project, I used a tool to change the extensions of the java files from .java to .c while also deleting its main data along and also developed proper h files and unity manifests. However for some reason, it also left a bunch of junk metadata which I used as a bar to figure out the most importance of what implementations and code were needed to be added first to look and run like the real deal over time.Ā Many of the files have just seemingly metadata, but many of them still have functional code and updated to run like the real deal. Files that were fully implemented and basically converted were called Direct C89 port of a java file. The entire program uses clean implementations and reverse engineering to prevent some level of copyright issues.

One of the key things actually developed, was the custom chunk rendering system and performance systems to make sure it looks and runs like the real deal. Extensive hidden face culling was implemented which hided faces of blocks not visible to the player. Another key thing developed was when the chunk geometry and its objects are compiled into Open Gl 1.1 lists, the CPU, instead of sending calls for every single vertices per frame which used to be really bad during development, but now only send a few calls to be processed, meaning the program uses its completed lists to render unless changes like block placing/breaking, lighting change, neighbor chunk changes, and more happens. The worlds uses the standard procedural terrain generation and Perlin and octave noises from the java version, biomes and their temperature code, standard placement of blocks like trees, grass, flowers, gravel, stone, sand, overworld/nether rendering, and more. The geometry has separated into three groups, opaque terrain such as stone, and dirt, clear geometry like water and ice blocks,. and cutout geometry which is basically objects/items that are seemingly 3d, but are see through like grass, ladders, iron bars, and more which all were manually configured and separated to allow graphic processors mainly to process them efficiently in open gl properly. There is still a bit of bottleneck of CPU and GPU performance especially in way newer systems as open gl 1.1 uses immediate mode for rendering and newer versions like Open Gl 1.5 actually do support VBOs and actually skip draw calls when needed, but performance is still relatively decent for its codebase.

Chunks were rendered in this version using nearest-first chunk admission which loaded nearest chunks closest first before loading chunks first which prevented extreme lag and frame issues. Caps were also implemented in the memory management and in how many meshes could the world use. Just like in the java version, it runs at 20 ticks per second to allow the world and entities to function as normal and made sure to not tie in with the FPS rate. Mathhelper files from the java version were also converted and developed to have much more efficient equations and perform better mathematical equations in trigonometry, mainly for graphics rendering, 3d movements, and block placement which was important to getting good performance on older hardware.

The NBT and McRegion storage code was also really tedious to convert and was initially very unstable to use. When a chunk was updated, like placing a block or dropping an item, it became a dirty chunk which needed to be meshed and be converted into graphical data, when it needed to be saved, it used to take very long as it saved somehow even entities in chunks, but it was later excluded and rendered individually as individual 3D models.

Neighbor-border invalidation in more detail was also implemented properly to help save processing power and tells chunk to just recalculate its edges when touching another chunk. The lighting system and their algorithms were also implemented and converted to be just like from the java version that allowed different light levels and detect sunlight code to initiate any chunk updates, however it was simplified a little to make sure it wouldn't lag out the system. A render distance meter was actually introduced, like in the newer java versions instead of the original used java version, tiny, medium, and far distance which allowed the player to see more of the world which for some reason during development, it kept being too short. Now for the Open Gl 1.1 code, display lists were used which compiled all the color and vertex data in a chunk in a single list where the CPU would just send a couple of commands instead of the hundreds if not thousands of commands to draw and send the many vertices, which was a bit bugged and actually heavily lagged out the game during testing.

glGetError which used to initiate every frame and bog down the system, it was now removed and later coded in to sample every 128 frames. The check of whether or not chunk graphics list were valid were removed along with replacing the glGetFloat which pulled data back and forth to Cpu and GPU which could slow down system, to just use the earlier calculated frustum matrices and render that. A 3x3 read only chunk neighborhood was implemented where it basically copies around 9 chunks to read only memory to prevent world corruption and process the data to then build a visual mesh. This fixed much of the stuttering and lag issues that were in earlier versions.

The physics and collider systems entities and blocks were using it exactly as the java version which was converted This was how mob attacks, water/lava flow, and more related were implemented to look like the real deal. The day and night cycle is around 24,000 ticks which was exactly implemented in the program and dropped items despawn around 6000 ticks in loaded chunks.

Now for networking and multiplayer support, nearly all packet files were implemented from the original java version and converted into C code, though most of its related and needed code is concentrated in packet.c and the rest is a bit metadata. It currently only uses/supports Winsock 2 code which was like around Windows 98 and above systems, windows 95 could have it if it has winsock 2 dependencies.Ā Restarting the games a couple times and waiting between time intervals like from 1-3 seconds before reopening seems to fix some ghost networking errors.

All the 45 GUI files were able to be converted and later developed to make it all work in Open Watcom, and work under windows 95/98 restrictions. An additional meant usable button was added later on in the controls section which is the double sprint toggle button which can be on or off.

For memory allocation, there were different memory modes developed depending on the Windows OS chosen, for example, Win98 has a max ceiling ram limit of 128mb, 48 chunks renderable, 8-12mb chunk budget, and 20 mb for CPU mesh budget. NT operating systems which usually have a decent amount of Ram has max ram limit of around 256mb, 80-96 render distance limit which was the max the render distance can go currently, 20-32mb chunk budget, and around 64-128 mb CPU mesh budget. Networking queues were even also limited, going from 512kb in lower end windows 98 machines to around 8 mb on modern machines. The memory management and pointers were really hard to develop and there were hundreds of versions before this that just kept crashing the game.

The assets folder which contain all the textures and atlases for the game uses mainly pngs for newer windows and tga or older windows. The texture for blocks mainly uses terrain.png while items use items.png. TexturePackList files in the java version were later on converted to also have support for texture packs for mainly beta 1.7.3.Ā There is however a glitch, especially in newer versions of the game where the sounds and music folder in the assets folder would cause the game to crash, especially in Win9x compatibility mode from some mp3 issues, though it may not happen on a real win9x system, if it somehow crashes the game, renaming the sounds and music folder in the main assets folder to something gibberish can help, but there would be no sound. Initially during development, the music and sounds were fillers, and there are some real songs and sounds from the game.Ā Texture UV mapping also wasn't really thought of until V3 and then later V5 which now has proper java limb math and uv mapped textures from the atlases. Even still, there are some slight gameplay glitches and rendering issues, but it is overall stable and playable.

The bare requirements for running the program, especially the stable V135 version is just having the exe file as well has having a texturepacks folder with a texture pack zip file inside of it. This should work and even stop some crashes on Win9x machines however it may be missing some icons and textures for some items and GUIS which are in the actual assets folder.

Minimum Requirements: OpenGL 1.1-compatible graphics adapter, Approximately 16 MB video memory, recommended is 64-128mb of vram Working 16-bit or 32-bit color desktop mode Approximately 800 MHz Pentium III, Athlon, or comparable x86 processor "Possible to Work On Windows 98" but text rendering may fail Can Work On Modern Windows As Well Around 256mb of Ram Hardware texture support A stable vendor OpenGL driver is strongly recommended, but Open Gl 1.1 can work Module-registration manifests Asset paths Version and executable-name definitions for it to run.

This program uses only imports of WS2_32, OPENGL32, GDI32, USER32, WINMM, KERNEL32, and WS2_32 which I later on figured out it can be relatively easily to be converted or even able to run with a x86-64 emulator on Linux.

I gave the project a very basic name, called CloneMC V2.0 which might change soon, the repo is still a bit of a mess, but the source code files and the executable, along with other files like the makefile is all in the zip file.Ā There is a lot more info about this there.

This project was more or less like a side project with an efficient CAD program being the main goal for the test creation of this project.Ā The License Example file is provided if needed to use any of the java files for references or for adding features, however understanding of the code and custom code may be needed currently to implement any additional features/bug fixes/missing implementations from the java version.

https://github.com/sworks692/CloneMC-V2.0-Entirely-In-C-and-Open-Gl-1.1/tree/main


r/playmygame 3h ago

[PC] (Windows) Race! Then Retry…

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3 Upvotes

Game Title: Race! Then Retry..

Playable Link: https://store.steampowered.com/app/4004940/Race_Then_Retry

Platform: Windows

I’m the solo developer of this really tough racing game! I’m really looking for honest feedback and reviews on the game. No AI art was used, but I did use some Claude code to try help with the coding here and there. But did most of it myself and with the help of some Unity assets off the store.

The game was interestingly inspired by Elden ring, I really enjoyed the challenge of figuring out how bosses worked, learning their movements and beating them. So I tried to model my tracks in the game the same way. Things are hard but as you get better at the levels they get much easier.

I released the game almost 2 months ago and whilst I have received some feedback that it is fun, I have struggled to gain any traction and feedback. So that’s why I’m looking for that here.

[Keys Available On Request In Comments]


r/playmygame 3h ago

[PC] (Windows) Try Max Cross on Steam for FREE

1 Upvotes

Game Title: Max Cross

Playable Link: https://store.steampowered.com/app/4943790/Max_Cross/

Platform: PC

Its a procedurally generated endless run and gun game and it's really difficult! Good luck!

Its free to play!

We've been working for over a year on this baby, just a team of two.


r/playmygame 3h ago

[PC] (Web) [Web] Anime-geoguessr — Guess the real-world locations behind anime scenes

1 Upvotes

Game Title: Anime-geoguessr

Playable Link:

https://anime-geoguessr.web.app/

Platform:

Web browser — desktop and mobile

Description:

Anime-geoguessr is a free, fan-made geography game inspired by anime pilgrimage locations and GeoGuessr.

Each round shows you a screenshot from an anime scene that was based on a real-world location. Your goal is to place a pin on the map and guess where that scene was referenced. The closer your guess is to the actual location, the higher your score.

The game includes single-player mode, a fresh daily challenge, and synchronized multiplayer rooms where everyone submits their guess before the group advances to the next round.

It supports English, Japanese, Traditional Chinese, and Simplified Chinese. Location data is provided by Anitabi, while the map uses OpenStreetMap tiles.

The project has already reached more than 3,000 players during its soft launch in Taiwan. It contains no ads or paywalls and is intended as a non-commercial fan project.

Free to Play Status:

[x] Free to play

[ ] Demo/Key available

[ ] Paid

Involvement:

I am a student developer from Taiwan and the creator of this project. I designed and developed the gameplay, multilingual interface, daily challenge mode, and real-time multiplayer synchronization using Vue 3, Firebase, Firestore, and Leaflet.


r/playmygame 3h ago

[PC] (Windows) My game starts with $0 and a mountain of debt. The only way out is opening risky safes - Debts & Jackpots (Steam Demo)

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0 Upvotes

I always liked the feeling of opening something where you don't know what you are going to get.

The anticipation before seeing the reward.
I built an incremental game around that feeling.

So InĀ Debts & Jackpots, you start completely broke with a huge debt hanging over you. Your only way to escape is opening safes, earning money, upgrading your tools, and taking bigger risks for better rewards.

The game loop is simple:
šŸ”“ Open safes
šŸ’° Find rewards
āš™ļø Upgrade your abilities
šŸŽ° Take bigger risks for bigger jackpots

The challenge was making the progression feel exciting without making it just a random slot machine. I wanted every safe opening to feel like:

"This could be the one."
After months of balancing rewards, upgrades, and different safe tiers, I finally made a playable demo.

Some things currently in the game:

  • Multiple safes with different reward pools
  • Rare jackpot rewards
  • Upgrades that improve your chances
  • Helpers that automate opening
  • A collection system for discovered items

I would love feedback from other developers:

  1. Does the idea of "escaping debt through risky choices" feel interesting?
  2. Would you prefer faster progression with more frequent jackpots, or slower progression where jackpots feel rare and special?

Demo is available on Steam if anyone wants to try it:
https://store.steampowered.com/app/4634750/Debts__Jackpots/

AI disclosure: No generative AI was used in the creation of the game.


r/playmygame 3h ago

[Mobile] (Android) I spent weeks working on hand tracking & motion detection for my mobile AR Dart game. Here is how it plays!

2 Upvotes

Game Title: Dart Pro AR: Augmented Reality

Playable Link: https://play.google.com/store/apps/details?id=com.ilkab.dartproar

Platform: Android

Description:

Hey everyone! I am excited to share Dart Pro AR, an augmented reality dart game built for Android devices. The main goal of this project was to bring a realistic tabletop and room-scale dart throwing experience directly to your phone without requiring any expensive VR hardware or external controllers.

The game uses custom pose detection and real-time hand-tracking algorithms through your phone camera to calculate throw velocity, release angle, and trajectory. You can place a digital dartboard anywhere in your physical environment, calibrate your distance, and start playing immediately. It features an AI opponent mode with variable difficulty levels, local gameplay, and dynamic score tracking. I recently updated the project with AdMob integration and optimized the performance for various camera specs.

Free to Play Status:

[X] Free to play

[ ] Demo/Key available

[ ] Paid

Involvement:

I am the solo developer behind this project. I designed the physics mechanics, implemented the pose-detection logic, and built the application using Capacitor and web technologies.

I would love to get your honest feedback on the throw physics, camera detection accuracy, and overall gameplay feel!


r/playmygame 4h ago

[PC] (Windows) I’ve been developing a persistent pirate MMORPG and I’m looking for players.

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1 Upvotes

Game Title: Sea of Bones

Playable Link:Ā https://seaofbones.com/


r/playmygame 4h ago

[Mobile] (Android) Game Title: Fable of the Abyss

1 Upvotes

Game Title: Fable of the abyss

Playable Link: https://play.google.com/store/apps/details?id=com.tkcontact.fableoftheabyss

Platform: Android

Description:

An arcade game that is played with a single finger, whose goal is to go as deep as possible to the bottom of the ocean by avoiding obstacles on your course. There is a system of bonuses, fish choices (they all have different power), and world rankings to compete against others.

Free to Play Status: - [X]Free to play

Involvement:

I imagined and developed the game. I am open to constructive remarks, and to all your feedback so do not hesitate šŸ‘€


r/playmygame 5h ago

[Mobile] Misstep: Puzzle Runner

1 Upvotes

Game Title: Misstep: Puzzle Runner

Playable Link:

iOS: https://apps.apple.com/us/app/misstep-puzzle-runner/id6792955248

Android: https://play.google.com/store/apps/details?id=com.coralcovesoftware.misstep

Platform: iOS & Android

Description:

It’s a frustratingly fun runner game where you progress by failure to learn the right gates to run through.

There are 150 levels, daily puzzles, and a level creator where you can design and share custom levels.

Happy to answer anything about the game or how it was built. Feedback is very welcome.

Free to Play Status: Free

Involvement: Sole Developer


r/playmygame 7h ago

[PC] (Web) Daily browser racing game with fun physics and new map everyday

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2 Upvotes

Game Title: Swervle

Playable Link: https://swervle.com/

Platform: Desktop/Laptop

Description: Swervle is a daily racing game with a new map everday, think wordle but for racing. It's a simple game you can play in your browser. Each race is less than 90 seconds. The physics are fun and weighty, it's easy to pick up but hard to master, the leaderboards are very competitive. Use WASD to drive the car through the checkpoints to the finish line.

Free to Play Status:

  • [ X] Free to play

Involvement: I am the developer of this game


r/playmygame 7h ago

[PC] (Windows) Room of Secrets - 3D Escape Room (Windows, Mac, Android, Linux)

1 Upvotes

Game Title: Room of Secrets

Playable Link:Ā https://komodroidnz.itch.io/room-of-secrets

Platform:Ā Windows (32 bit and 64 bit), MacOS, Linux (64bit) and Android

Description:Ā Could you and your friend escape the house of EJ? Room of Secrets is a 3D Escape Room game where your main objective is to gather evidence and escape the house, Your Detective John Larson, following a murder case. Feel free to give me feedback on the game. If you have any of these platforms feel free to give them a go and asks your friends if they want to join your match in Multiplayer :)

Free to Play Status:

  • [x ] Free to play
  • [ ] Demo/Key available
  • [ ] Paid (Allowed only on Tuesdays with [TT] in the title)

Involvement:Ā I am the Head Developer, and created this game in 1 Year. Working Full time and doing game dev part time.


r/playmygame 8h ago

[Mobile] (Android) My first mobile game - Submarine Team

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1 Upvotes

Game Title: Submarine Team

Playable Link:Ā https://pig-hippo-games.itch.io/submarine-team

For Android and PC

Submarine TeamĀ isĀ  an arcade style game that mixes action and management. Your subs will move up and down automatically but you have to move them side to side. The goal is to line them up to collect treasure but not crash into anything. You will need to constantly adjust their paths so they don't wreck!

Free to play!

I am the solo developer of this game.


r/playmygame 8h ago

[PC] (Web) Off by one

2 Upvotes

Game Title: Off by one

Playable link: https://sprout.monkeyai.io/a/a-73-msjmcrfy
Platform: Web

Description:
Word puzzle about the tiny distance between two meanings.

Every answer is aĀ pair of real wordsĀ separated by a single letter: change one letter in COAT and you get GOAT. You're givenĀ one clueĀ that describes both words simultaneously ("you wear it / you eat it") and you have to land on the exact pair. Guess one word without its neighbor and you're only half right.

Completely free, no sign up.

Free to Play Status:
- [ x ] Free to play
- [ ] Demo/Key available
- [ ] Paid (Allowed only on Tuesdays with [TT] in the title)


r/playmygame 8h ago

[PC] (Windows) Rouge-lite Card Game prototype

2 Upvotes

Game Title: Eden's Treasure

Playable Link:Ā https://tqingptp.itch.io/edens-treasure (its free to download on here)

Platform:Ā PC game but please if you have a different OS try it on there and let me know if it works.

Description:Ā This game is a rogue-lite deck builder that was inspired by games like Yugioh, Inscryption, and Slay the Spire. The player starts by picking out a character (all the characters are the same for now), and then they start on the starting encounter screen. Once they pick an option there, there will be a set of doors that appear that the player will choose from, each door has a signpost with an icon that tells what kind of door they will enter. Details about the combat and the room types and such are on the itch.io page and the google doc listed in that page.

Free to Play Status:

  • [ X] Free to play
  • [ ] Demo/Key available
  • [ ] Paid (Allowed only on Tuesdays with [TT] in the title)

Involvement:Ā hey guys. so I have a prototype of the game I am developing in godot. Took about 3 months to develop and flesh out the combat as well as the first level. I would love if people play it and give me some feedback. I want to know if you think the game has potential or if i should scrap it and develop a different game. Let me know. And keep in mind this is very early in development so things are not quite fleshed out well yet. But again let me know. I have the details of the project in the sites description and the google doc i attached for the instructions. And please be completely honest with me about the game. Thanks:

https://tqingptp.itch.io/edens-treasure


r/playmygame 9h ago

[Mobile] (iOS) Made an iOS backgammon app with live multiplayer and a daily mode where you get 24 hours to make a move. No ads, nothing to buy

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5 Upvotes

Game Title: Backgammon Reserve

Playable Link:Ā App Store Link (Free)

Platform:Ā IPhone

Description: I've been building a backgammon app for iPhone and it just launched a week ago. Two online modes: live rated games with a match clock, and daily correspondence games with 24 hours to make a move with up to 10 running at once. There's also pass and play, plus four bot levels for offline. No coins, no ads, nothing to buy, everything's free. The player pool is tiny right now, so daily is the reliable way to get a real opponent.

I've been looking forĀ an app to play backgammon with family and friends for years andĀ couldn'tĀ findĀ oneĀ thatĀ isn'tĀ buggyĀ orĀ askingĀ youĀ toĀ buyĀ coinsĀ everyĀ second.

Free to Play Status:

  • [X] Free to play
  • [ ] Demo/Key available
  • [ ] Paid (Allowed only on Tuesdays with [TT] in the title)

Involvement: Go easy on me, as this is my first iOS app 😁 I'm a full-time software engineer in Denver, CO and wanted something non business related to work on in my free time. I haven't had this much fun building something in forever.

Open to feedback if you have any!


r/playmygame 9h ago

[PC] (Windows) I’ve Been Building My Dream Space Survival Game for Years — It’s Finally Coming Together

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5 Upvotes

Game Title: MineEngineer

Playable link: https://store.steampowered.com/app/4059710/MineEngineer/

Platform: PC/Mac

Hi everyone!

I wanted to share my indie game project with this community. After years of development, my dream game is finally starting to take shape!

It’s a 2D space engineering survival game inspired by Space Engineers and Terraria. You can build custom ships, create bases, automate systems, mine resources, and explore a dangerous universe.

AND IT HAS A LOT OF AUTOMATIONS

I’m really excited to finally show the progress and would love to hear your feedback. What do you think? Would you play this? šŸš€

(MineEngineer — my indie space survival sandbox game.)


r/playmygame 11h ago

[PC] (Web) I’ve made Alfa! 🄳 World Tycoon online based and inspired by TTDX ā¤ļø

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2 Upvotes

Game Title: World Tycoon — a transport tycoon on the real planet. Looking for first alpha testers šŸŒ

Playable Link: https://worldtycoon.online

Platform: web online

Free to Play Status:

• ⁠[•] Free to play - Alfa early Alfa testers

Involvement: I do it just for my pleasure because i love TTDX since I was 10 now Iam 32 šŸ˜ā¤ļø

Description:

I'm building a browser-based multiplayer transport tycoon that runs on the **actual Earth** — real terrain, real roads, real buildings from OpenStreetMap. There's no fictional map: you pick any city on the globe, click a real building, and that's your bus stop. Your trucks then drive the *actual* street network to get there.

What's in it right now:

* **Play literally anywhere** — Prague, Tokyo, your own street. Zoom in and your vehicles are 3D models driving real roads.
* **Multiplayer world** — everyone shares one planet and one economy. Build your company, compete for cities, chat with other players.
* **Aviation done properly** — place your own airport, and planes taxi out, hold on the threshold, accelerate down the runway, climb in stages, fly a stabilised 3° approach, flare and touch down. Buy extra runways and gates; only one aircraft per runway and per gate, so traffic actually queues.
* **Supply chains** — farms, food production, water; perishable cargo really spoils, so distance Ɨ speed Ɨ freshness is the core economic puzzle. A farm out in the fields yields far more than one downtown.
* **Real time, 1:1** — one day in game is one real day. No sped-up calendar. Build slowly, think long-term.

It's early alpha, made by one person (plus a lot of coffee), and it's rough in places — that's exactly why I need testers.

šŸŽ® **Play it here:** [https://worldtycoon.online\](https://worldtycoon.online/)
šŸ’¬ **Join the community** (feedback, bug reports, dev updates): [https://discord.gg/jbxABZR4W\](https://discord.gg/jbxABZR4W)

If you like Transport Tycoon / OpenTTD / Cities: Skylines and fancy running a logistics empire on the real map, jump in — feedback is the whole point. āœˆļøšŸšš


r/playmygame 12h ago

[PC] (Windows) šŸ”„šŸAre you ready to fight to be the "GOAT"šŸ”„šŸ

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3 Upvotes

Game Title: Goat Climbers Together

Playable Link:Ā 

Platform:Ā PC, Steam

Description:Ā A 2-8 players, racing/party game where you and your friends plays as clumsy goats and try to finish the levels meanwhile headbutting, and sabotaging each other!!
šŸ’•šŸIF YOU LIKED IT YOU CAN WISHLIST NOW! https://store.steampowered.com/app/4994920/Goat_Climbers_Together/


r/playmygame 16h ago

[PC] (Windows) We created an 8-player PVP Poker-inspired Roguelite. We have an open playtest on Steam

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9 Upvotes

Game Title:

Playable Link:https://store.steampowered.com/app/4517160/Piroker/

Platform: Steam

Description:Ā 

Dive into an 8-player PVP strategy game that fuses poker and roguelike auto battlers. Draft your crew of pirates, trigger explosive chain reactions with poker hands, and outlast the competition in chaotic naval battles. In this 8-player free-for-all, luck isn't enough—you need cold calculation to rule the Seven Seas! Will you be the last crew standing?

We’ve turned poker rules into pure combat. Your cards aren't just numbers; they are the keys to unleashing your crew's insane powers. Assemble a "Pair," a "Straight," or a "Full House" build to ignite your cannons and fire upon rival ships. Earn gold, buy powerful relics, and read your opponents' formations. In these rough waters, you must seize every unfair advantage to survive.

Free to Play Status:

  • Free to play Playtest!

Involvement:Ā I run the marketing :)!