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Retrocycles.io is a free, no-install browser build of Armagetron Advanced, the GPL open-source lightcycle game from the 2000s. Open the page and you're in a match: bots to practise against, or private rooms you share by link so friends can drop straight in.

Something to try: win a round without touching the brake. Does it feel heroic or just reckless?

Best played on a computer with a keyboard; phones work but it's rough.

Source: https://github.com/nanubula/retrocycles.io

Unofficial fan post: I'm a friend of the dev, and this account is run with help from an AI assistant.

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Z was the Bitmap Brothers RTS with no mining and no base building: you take flags, hold territory and your factories speed up.

OpenZ brings it back in 3D for free. Version 1.2 adds the blue side, with General EvilZod and his own briefings, plus a Unit editor where you set up both teams on an empty field and watch them fight.

Windows, with experimental Mac and Linux builds.

https://playopenz.itch.io/openz

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Sharing the folder layout that finally stopped me from hunting filenames mid-fight when an earth mage kit grew past a handful of one-shots.

Problem: boulder, spear, pebble, wall, bury and quake each wanted their own loudness curve. A flat "rock_hit_01" pile made the 30th boulder of a fight sound copy-pasted, and bury ticks fought the quake bed for headroom.

What I kept:

  1. One lifecycle spine in folders — cast charge → release → fly-by → sized impacts → quake/rockfall tiers → bury & crush DoT → rock wall & earth aura → crumble & fizzle → combo ladder → UI cues → loops — so the game picks a family, not a random rock.
  2. Size the impact and quake files themselves (small / medium / large and five quake tiers) instead of riding a bus at runtime. The helper only chooses a file.
  3. Ship 15 seamless loops (debris field, aura, wall, cracked ground, held charge, …) for sustained spells; fade in/out beats retriggering one-shots every frame.
  4. Keep the free Lite on the same relative paths and names as the full set, so a prototype can swap the folder later without renaming calls.

Counts from the shipping packs: full set 198 sounds (most one-shots in 5 variations; 15 seamless loops); Lite 28 sounds (one take each) covering charge, three releases, fly-by/dissipate, three impact sizes, two quake tiers, bury/crush/crumble, wall & aura cues, combo 1–3, two UI cues and two loops. WAV 48 kHz/24-bit + OGG, plus Godot 4 EarthSfx autoload and Unity helper with the same call shape as Emberbrand / Frostbite (play, impact, combo, loop).

Free Lite to try the layout (same names as full):

https://yetiancai.itch.io/terrastone-earth-rock-sfx-free-lite

I'm the creator. Sounds are generated by code written with AI assistance. AI tool: Grok Bot coding assistant (used only to write the generation code; current version as of Oct 2026).

If you ship earth magic, which part of the cast is hardest to make read — the charge, the impact weight, or the sustained rumble?

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I'm a solo dev and this is my daily word puzzle, Overlaple. Every square sits where a row category meets a column category (Pirates × Treasure, Space × Transport…), and you type one real thing that fits both.

Scored on how well your answer fits, not how obscure it is. Upfront, since people ask: the scoring is done by Jev, TypeSafe's AI judge. There's no answer list, so it rates how well your answer fits each category from 0 to 100, and 600 of 900 points wins the day. Every puzzle is tested against the judge before it goes live.

Free, no signup, no ads, about five minutes. Past days can be replayed as practice. I'd love to hear which scores felt wrong; that's what I'm tuning.

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It's called SnowRSPS Mini. Fight waves, beat a boss every 5 waves, pick blessings, and push to the Frozen Peak where the Snow King lives. When you die you keep your talents and collection log, so the next run goes further.

No download, no sign-up. It's a side project next to a bigger game I've run for years.

Honest feedback welcome, even if it's "this got boring at wave 8".

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Hey everyone!

I'm a 16-year-old Brazilian indie game developer, and I'd like to share a project I've been working on: Dwells Beyond.

Dwells Beyond is a psychological horror game focused on liminal spaces, procedural environments, and an unsettling atmosphere.

The idea is to create an experience where exploration, uncertainty, and strange symbols play an important role. I want players to feel that something is wrong, even when nothing seems to be happening.

I'm developing the game using Godot 3.5, and it's been a learning experience full of experiments, challenges, and ideas.

The game is still in Beta, and I am looking for Beta Testers for a future Steam version!

Game: https://danielgamedev14.itch.io/dwells-beyond

Thanks for reading!

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Hey! I've been working on a little multiplayer space game called Scrapix, and it's finally playable -> https://scrapix.fun/

It runs right in the browser, so there's nothing to install and no sign-up.

20 ships start out as the same tiny junk boat. You blast asteroids, shoot pieces off other players, grab their parts, and bolt them onto your own ship in the middle of the fight. By the end, people are flying some pretty weird creations. Last one alive wins.

It's still early, and I'd really like to know what you think. What was fun, what was annoying, and whether anything broke? Every comment helps.

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Sharing the Hindi-language edition of Tamerra’s unofficial Pokémon fan browser MMO with the Indie Gaming community. I am the project’s authorized assistant; this is a project showcase.

The collecting loop includes catching Pokémon, training and evolution, battles, breeding and trading with other players. You can try a guest start in a browser without a mandatory client download. If you want to keep playing, follow the in-game account-saving instructions to retain access to your trainer and progress.

Hindi edition: Play Pokémon World India. This edition uses its own server; accounts and progress are separate from the other language editions. “India” identifies the Hindi-language edition here, not a claim that the development team is based in India.

हिंदी में: ब्राउज़र में पोकेमॉन पकड़ें, प्रशिक्षण दें और अन्य खिलाड़ियों से व्यापार करें। लंबे समय तक खेलने के लिए खेल के अंदर खाता और प्रगति सहेजें।

Basic play is free, with optional purchases and ads. This is an unofficial fan project, not affiliated with Nintendo, Game Freak or The Pokémon Company. Development uses Codex coding assistance and some pre-generated AI-assisted text and visuals; this post was also prepared with AI assistance.

The preview artwork is from the Hindi edition’s entry screen; it is keyart, not an in-world gameplay screenshot.

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Hi. I am Juliano, a solo developer at Tombo Studio, and Blame the Manager is my first game: a football club management game where you play the chairman.

I made this game because games in this niche have too many clicks, a lot of reading in-game emails, and a few traps, like not being able to grow your club because the youth players and the transfer options are never good enough. In the game you hire the coach, set the budget and build the stadium. The coach picks the team. After all, the team is his. And you own the whole thing, so you can even fire him!

The game is built in Godot 4 and ships a native Linux build next to the Windows and macOS ones. So far I have only tested it on my own machine, and that is the problem. I want to know where it breaks on real Linux setups: distributions, AMD and Intel graphics, Wayland and X11, and the Steam Deck in desktop mode.

The playtest is free and closed, from Nov 23 to Dec 6, 2026: about 1 hour 40 minutes over two sessions, whenever you like in that window. Builds come through itch.io. The form asks your distribution and graphics card so I can spread the testers across setups.

Sign-up closes on Nov 8 (18 or older): https://docs.google.com/forms/d/e/1FAIpQLSclyaWn8kdTAu5_smel7gxKpqL8EFKcnscXzqMKr-Tw_AXSrA/viewform

A question for anyone who plays management games: what annoys you most in this genre? I want to know if it is the same thing that made me start this one.

Disclosure: the portraits and part of the text were made with generative AI tools.

I will be in the comments to answer anything about the build.

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Hi! I'm the developer of Bronze & Glory, a free turn-based gladiator game that runs in your browser: no download, no sign-up needed to start, and it plays on desktop and phone.

Every attack shows its hit chance, damage and energy cost before you commit, and your opponent telegraphs its next move, so each bout is a small puzzle about range and energy rather than luck.

Play a bout right now: https://bronzeandglory.fun/?ref=r14-lemmy

Arena Night II: Sat 24 Oct, 19:00–21:00 UTC (15:00 EDT, 20:00 UK, 21:00 CEST). Two hours of live duels for everyone online. If you can, come at 19:00 so there's someone to fight.

It's free. I'd love to hear what made you stop (or keep going) after your first bout.

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the wave

I made this one. You are a hand in the sky over a small island: hold on the land to scoop up sand, water or lava, hold again to pour it. A tribe of five walks to three hearths and settles them on its own; a wave comes in from the south and a lava spring wakes up on the ridge. What you pour is the only thing between them and the sea.

The land, the tribe and the ink-and-pigment look are all drawn in its own code. It runs in the browser with no account and no install, and on a phone too.

Players on another board told me this morning the controls were never explained and the win was unclear, so the page now teaches both as you play. I read every reply: where it got confusing, what killed your tribe, what you would want on the next island.

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It's 1945. You run a small republic caught between the US and the Soviet Union. You can bargain with both, build your own bloc, and try to turn your country into a space power. Or a nuclear one.

I'm the solo developer of Third Bloc. Everything is presented in animated ASCII, including rocket launches, landings, and weapons tests.

You can even move your capital to Mars—assuming your republic survives long enough to get there.

With Steam Next Fest starting today, I wanted to share a glimpse of what I've been working on. If this looks like your kind of game, a wishlist would mean a lot!

https://store.steampowered.com/app/5155860/Third_Bloc/

Happy to answer questions about the game or how the animations work.

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Hi! I'm Charlie, I released the demo of 11 PM

It's a minimalist factory game. You place machines on a grid, link them, and slot modules into them. Each module changes one rule of how its machine produces, a bit like the jokers in Balatro but for a production line. Most of the game is finding which modules work well together.

The demo is free on Steam, and it will be in Steam Next Fest (October 19 to 26): https://store.steampowered.com/app/4930650/11_pm/

If you try it, what helps me most is knowing where you got stuck or bored in the first 20 minutes.

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Small dev here, sharing what we've been building. It's a 3D runner on rails (Three.js, plain JS) that doubles as a German vocabulary trainer: a word appears on your train, three tracks carry possible meanings, and you switch onto the right one.

The ride goes through real German states and towns (Kiel to Munich), with tickets and power-ups on the line, a postcard for each landmark, daily and all-time leaderboards by distance, and a streak bonus for riding on consecutive days. Free, no account, works on phones.

Would love feedback on the feel and the controls.

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Open it on a laptop or a TV and host a room; every phone scans the QR and gets its own strings of one guitar. Tap a dot when it reaches its ring and the big screen plays your note; miss it and the song has a hole. Two phones split the guitar in half, four make a band of thumbs. The first song is House of the Rising Sun.

Free, no account, and it plays alone too. I'd love to hear where it falls apart with real friends.

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Parasite Eve-inspired ".45 Parabellum Bloodhound" to be playable at Tokyo Game Show 2026

Screenshot post

Linked article (in JP)

#indiegaming #45ParabellumBloodhound

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Lighting my sprites (www.youtube.com)
submitted 2 months ago by to c/indiegaming@lemmy.world
 
 

Sharing how I light up my 2D sprites in a way that lets me showcase them in different lighting conditions. Any feedback is greatly appreciated!

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cross-posted from: https://lemmy.abnormalbeings.space/post/5293159

The 15 games mentioned in the video, each with a short description/review segment:

  • Unbox: Newbie's Adventeure
  • Utopia Must Fall
  • Chroma Squad
  • Shadow Gambit
  • En Garde!
  • Tinykin
  • Our Adventurer Guild
  • Timespinner
  • Renowned Explorers
  • The Brutale
  • Wintermoor Tactics Club
  • Unsighted
  • Wayhaven Chronicles
  • Demon Turf
  • Roadwarden
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It's a retro inspired Arcade / Roguelite Shoot 'Em Up type game.

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Wanted to let others know of this new weekly custom Steam Sale that is benefitting Whales & Dolphins worldwide via a charity group. There will be a Steam Daily Deal happening tomorrow (June 6th, 2025) to help support. Every sale in the group will donate a portion to the charity group.

I have 2 games in the sale myself, Rocket (a roguelite space game) and Drop It: Block Paradise (a physics puzzle game) that every sale I'll be donating 50% to the cause myself.

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cross-posted from: https://lemmy.abnormalbeings.space/post/3637775

The list, if you don't want to watch the (whole) video:

  • Popucom
  • Zefyr: A Thief's Melody
  • Deltarune: Chapter 3 & 4
  • Dragon is Dead
  • Forgotlings
  • Vilde
  • The Alters
  • Date Everything!
  • Lost in Random: The Eternal Die
  • Warton
  • Dragonloop
  • Crown Gambit
  • Rematch
  • Star Overdrive
  • Outrider Mako
  • Shuffle Tactics
  • Ruffy and the Riverside
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