Hey folks, I just pushed a new update for my little chaotic project A Survival Game (a survival card game with clueless stickmen). This time I focused on pacing and new systems:

Shorter Map → players were walking too long before hitting events. Now chaos kicks in faster.

Expedition Boat 🚤 → new system to send stickmen away for loot (high risk, sometimes no return).

Radio 📡 → call for resources (or just static). Simple mechanic but adds a nice “desperate communication” flavor.

+4 Stickmen → bringing the total of new recruits to 8 since last updates.

Shop Upgrade 🛒 → cards finally have descriptions, because apparently stickmen can read.

Visual polish ✨ → more effects, outlined texts, flashy cards.

Better Save System 💾 → now more reliable across HTML5, mobile, and desktop builds.

On top of that, I experimented with monetization:

PRO Mode DLC ($2.50) → lets players customize runs (extra cash, days, stick levels). Basically legal cheating.

Mercy DLC ($1) → adds 4 cards including one that lets you roll back to your last save after a bad decision.

Dev thoughts

The biggest design call was shortening the map. Initially I wanted long runs for tension, but players got stuck in “walking simulator” mode. Compressing it made the game more chaotic and fun — curious to see if players miss the old pacing.

Also, adding the radio was fun because it’s a very simple UI change, but thematically it feels huge (players love pressing buttons that might do something).

Questions for you

Have you ever shortened a game/map for pacing reasons? Did it improve retention or just upset players?

Any tips on balancing optional DLC in a small indie project without making the base game feel lacking?

👉 If you want to check out the game: A Survival Game on Itch.io

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7 comments in c/gamedev@programming.dev view that post
[–] 4 points 1 year ago (6 children)

This looks super interesting. I'll attempt to stream it on my Owncast tomorrow or Friday and record it and toss it on my Peertube. I already have some thoughts/suggestions from playing for like 5 min. :-)

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  • [–] [S] 2 points 1 year ago (5 children)

    Thank you so much man! Seriously! This helps me so much! I'm glad you liked it!

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  • [–] 4 points 1 year ago (3 children)

    Streaming live on stream.ozoned.net at the moment. If you're busy then I'll record it and post the video as well. Please note that these are my initial reactions, it's just an opinion, it's not right or wrong and it's supposed to be constructive criticism.

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  • [–] [S] 2 points 1 year ago (2 children)

    Man, I don't know what to say, thank you so much!!! The stream was amazing!!!! This game is always getting more updates and I'm glad you liked it! Now I'm looking for more players and maybe create a community, the game is simple and buggy but I'll evolve it more and more! Thank you so much man! Have a nice day ;)

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  • [–] 3 points 1 year ago (1 child)

    Thank you! It was a lot of fun! Definitely needs a lot of polish and more mechanics and things, but I think you have something quite interesting to start from. Remember though, you're going to get people that are just negative about it. It's YOUR idea, it's YOUR creation. It'll never be perfect, it'll never make everyone happy, and it doesn't have to be either of those things. Just keep doing you, and it'll be good. :-)

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  • [–] [S] 2 points 1 year ago

    Thank you so much for the kind words and encouragement! 🙏✨ I know the game still needs a lot of polish and new mechanics, but hearing that it was fun already means a lot. You're absolutely right — it’s impossible to please everyone, so I’ll keep building and improving while keeping the chaos alive. ;)

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  • 4 comments in c/gamedev@programming.dev view that post
    [–] 5 points 1 year ago (1 child)

    Played a few rounds just to get an idea of what the game's like. Seems interesting. It took a while to actually figure out what controls were available and what the cards might do. Sometimes the stickmen would group up in the left corner and stay there for a good while, and there was seemingly nothing that could be done about it. The mechanism for scrolling felt a bit awkward to me, especially since the screen scrolled by such a large amount per click. Just some general notes about my experience, take them into account in whatever way best suits your game's vision.

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  • [–] [S] 6 points 1 year ago

    Thank you so much for the feedback! Yes! Many people ended up saying the same thing and yes! I've already fixed it but I'll post when the update is ready. A planting and pet system for the game are also being implemented, as well as special effects 😆

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  • [–] 3 points 1 year ago (1 child)

    You're constantly running out of oxygen or holding your breath and have to find stashes and tanks. Kind of like the underwater bits in Sonic 2, but all the time.

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  • 4 comments in c/gamedev@programming.dev view that post
    [–] 5 points 1 year ago (1 child)

    Het Daniel! I'll save this, and I'll try to record something this afternoon (GMT+2)!

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  • [–] 3 points 1 year ago* (last edited 1 year ago) (1 child)

    Hi, currently setting up basic recording. Would you mind creating a build for Linux? Godot is very versatile in that way.

    Thanks! Will post video for download soon.

    Edit:

    • audio is key and I love every button press/interaction
    • make sure to make it more clear that you can scroll in the shop
    • linux build would be much appreciated (really really)

    Video:

    I suck at editing so here is the raw footage of my quiet rage.

    https://odysee.com/A-Survival-Game-gameplay-for-Daniel_Game_Dev:9ebd509df45959646e73a29a166f285710eaa640

    ^ Only place I could think of uploading -> press the three dot hotdog menu to open download options

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  • [–] [S] 3 points 1 year ago* (last edited 1 year ago)

    Thank you so much! Seriously, man, this helps me a lot! I invite you to post this gameplay on YouTube and put it on the game's itch.io page as a comment for others to see too! And yes, I will make the Linux and Mac OS versions. Remember to leave your review (if you want) and thank you very much! Have a good day! 😊

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  • 3 comments in c/gamedev@programming.dev view that post
    [–] 3 points 1 year ago (2 children)

    Please allow skipping/proceeding the slow-timeout intro screens.

    The yellow moving tutorial texts were confusing to me in that I tried clicking those. Took me a bit to realize I'm supposed to and only able to click what's below/besides them.

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  • [–] [S] 2 points 1 year ago

    Thanks a lot for the feedback! You're totally right — I'll make sure to add a "Skip" button for the intro so players can get into the game faster. Also, I’ll improve the yellow tutorial texts so they’re less confusing and look less like clickable elements. Maybe I'll make them more static or put them in simple info boxes. If you want, leave your review on itch.io, I would be very grateful!

    Really appreciate you taking the time to share this — updates are coming soon! 🙏🙂

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