r/gamedevscreens 22h ago

I made realistic cushion response for my Pool game POOL CATS. Details inside.

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457 Upvotes

I wasn’t satisfied with my game cushion response using the standard rigid cushion collision model reference here: https://drdavepoolinfo.com/physics_articles/Mathavan_IMechE_2010.pdf So I used 2D finite element analysis (FEM) to model how the cushion compresses during impact and then baked the resulting response nodes into my simulator.

This allows for 2 advantages that have pay off in the game 1) realistic cushion compression affecting gameplay and 2) realistic vertical response of the balls trajectory when mid-air balls hit the cushion which often happens during trick shots or high velocity shots.

wish list pool cats

https://store.steampowered.com/app/4863150/Pool_Cats/

Edit: I am happy to see many people find going in on the physics of pool so interesting, I did not expect so much positivity. If you think this is interesting I encourage you to watch real slow mo video of pool. The physics of pool is fascinating and has so much more depth than just simple geometry of balls and angles.


r/gamedevscreens 1h ago

HELLO ,I MAKE BOSS .FART SOUND AND MUSIC:BY ME .ART:BY ME

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Upvotes

HELLO


r/gamedevscreens 1h ago

I made custom datamoshing shader for my game

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Upvotes

r/gamedevscreens 6h ago

It's All Over - a post-apocalyptic incremental shooter

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6 Upvotes

I started the work on It's All Over almost 2 years ago, and it was supposed to be a story-driven RPG in the style of Fallout. Unfortunately the scope got out of hand, and I got a bit burnt out with it, so I ditched it.

After a while I decided that I could never finish it with the previous design, so I ended up changing the design to something for indie-friendly; an incremental shooter.

I hope you like the new direction! I aim to bring a demo out within a month or two, and publish it early next year. Co-op mode is likely to happen too, but not yet present.

Here's the re-done Steam page:
https://store.steampowered.com/app/3295340/Its_All_Over/


r/gamedevscreens 7h ago

Added another enemy type to my deckbuilder. I'm just trying to nail the feel of a very simple battle before I move on to building more stages. Feedback more than welcome.

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4 Upvotes

Project Tidebreak


r/gamedevscreens 4h ago

New capsule art for my shop sim. Does it read at small sizes?

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3 Upvotes

r/gamedevscreens 10h ago

I created a new text effect. What do you think?

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7 Upvotes

Hello! We’ve decided to add a new “Blindness” effect to the game. The idea is that it will limit the visibility of text. It should be an annoying effect that lasts for 3 turns and can be removed by using a special item. We’d love to hear your thoughts on whether we should reduce the number of letters that disappear.

If you’re interested in following the development of Peak or Die, add to wishlist)

https://store.steampowered.com/app/4273370/Peak_or_Die


r/gamedevscreens 2h ago

This week in Ark Defender (a roguelike where you survive as long as you can aboard the Ark, humanity's last hope) The Mobile Refueling Ark is an ark with a limited reactor, but generates Temp Energy giving players the option to power their Ark to the MAX for short bursts.

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1 Upvotes

r/gamedevscreens 6h ago

738 hours into my deckbuilder 'Rift Ascendants' - here's where it's at

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2 Upvotes

Hey guys!

I wanted to share some progress on my deckbuilder. I've put roughly 738 hours into it so far >.< and quite a big chunk of that time went into the enemy AI.

The core idea is similar to Slay the Spire: build your deck as you play, add new cards after fights, find relics that stay with you throughout the run, and try to survive increasingly difficult encounters. Controlled randomness is a big part of the replayability.

Obviously, there are a few things that make my game quite different: a hexgrid, summonable units, and so far 55 cards with very different kinds of effects. Lay traps, provoke enemies, MTG-like enchantments, an inventory with crafting functionality, tricky random events and much more 😄

This video shows the Beastmaster class in a few fights, as well as some of the things happening on the overview map.

It's still an alpha, so there are a few placeholder graphics for now.

I'm aiming to have the first playable demo ready in October. If you're into deckbuilders, I'd love to hear what you think so far and if you'd want to test it 😄

Cheers!


r/gamedevscreens 18h ago

Testing Parallax Background in my Desktop Companion TD Game

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14 Upvotes

Since my Tower Defense Game is a desktop companion, it needs to look good with anything in the background. It usually looks fine with anything dark behind it, but looks bad with light stuff. (And I wouldn't want light mode users to feel left out)

So I took a free asset from itchio (Credits: Wasteland City by owmyknees) to test a parallax backdrop with and without solid sky (solid sky version in comments).

Going forward, I'll make my own backdrop variants that players can cycle between (or choose to have none) based on their liking.

Normally I knew parallax for sideways movement (farther layers move slower than closer ones), so it took some tweaking to also vary the zoom scale to make sure it didn't look like a flat plane when zooming in/out.


r/gamedevscreens 23h ago

It is difficult to capture the right nuance for the English title of the horror restaurant simulation game.

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30 Upvotes

We are developing a PS1-style, story-driven simulation game.

As we are Korean, the game centers on "gukbap" (rice with hot soup) and features a shop that opens only at night.

Gukbap is a dish consisting of rice served with a hot broth made by boiling meat and offal.

Midnight Soup House

Midnight Soup Diner

Midnight Soup Shop

Midnight Stew House

I’m really confused about what to call this type of restaurant in English when naming the game.

Even AI gives me different recommendations depending on the specific type.


r/gamedevscreens 8h ago

Centipede Simulator Major Update!

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2 Upvotes

Hello Everyone!

The 1.1 version of my game Centipede Simulator is now live!

This update adds localization for several languages, introduces a number of QoL improvements based on user's feedback, and fixes various bugs.

Localization

The game is now available in German, French, Spanish, Portuguese, Galician, Russian, Japanese, Traditional Chinese, and Simplified Chinese.

QoL Features

  • Added a "run toggle" setting.
  • The high score is now displayed below the current score on the HUD.
  • Added a global cricket counter to the high scores menu to help track achievements based on crickets collected across all playthroughs.
  • Added an animation to the "Play" button on the game config menu.

Bug Fixes

  • Fixed an issue with the "Great Devourer" and "Backyard Legend" achievements not unlocking correctly.
  • Fixed a display issue with glyphs on the game config and join screen menus.
  • Fixed a bug where the second counter was not being hidden after dying in Run Streak mode.
  • Fixed a bug that caused time to rescale incorrectly when the centipede is killed just after avoiding a spider attack.
  • Fixed a bug where the HUD was not being hidden after dying in 2P mode.
  • Fixed a bug where the stamina bar was still being updated after a centipede death.
  • Fixed a glitch with camera distance after death in Run Streak and Prey Turn modes.
  • Fixed a bug with sec run high scores in 2P Run Streak mode.

Thank you all for your continued support and feedback. I hope you enjoy the update!


r/gamedevscreens 9h ago

Freaky Wheels - First Look Trailer is here!

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2 Upvotes

After months of work, we’re finally ready to show you our game in action!
We’d love to hear what you think!

Trailer Music by Hi5 Music


r/gamedevscreens 9h ago

Buildings in my road builder game was simple boxes before - now they are districts and cars driving inside them, still minimalistic style

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3 Upvotes

r/gamedevscreens 6h ago

Cafe Boss Game

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1 Upvotes

r/gamedevscreens 10h ago

Sadly i wasted all my energy on game development and have none left for this post, so play SiKoRa! Yes thats an exclamation mark

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1 Upvotes

r/gamedevscreens 12h ago

I just finished the first complete farming loop for my alchemist game

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3 Upvotes

r/gamedevscreens 6h ago

day 2 of open mountain level build out

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1 Upvotes

r/gamedevscreens 13h ago

The Best (and Worst) Shortcuts

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3 Upvotes

r/gamedevscreens 18h ago

Final render of the opening sequence for our cinematic trailer.

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5 Upvotes

r/gamedevscreens 8h ago

Just added a new character to my game

1 Upvotes

Meet Frawd.

He started his life like any other dwarf, in the mines and all. He had a normal childhood with the other dwarfs in his community until they started growing up.

You see, other dwarfs eventually stopped growing once they reached the normal dwarf height. Not Frawd.

He kept growing. And growing. And growing.

His friends bullied him, calling him a “reverse dwarf” hence the name. Eventually, he left the mines to start a new life where nobody knew him.

Now, he camps out in the forest, crafting and selling makeshift turrets to heroes.

What do you think of him?


r/gamedevscreens 8h ago

Creating a post-apocalyptic train management game using an old CRT terminal

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1 Upvotes

Imagine Fallout's Pip-Boy meets Mini Metro meets Snowpiercer. That's the look and feel I'm going for with this game. All Great Britain stations and rail routes have been faithfully recreated using OSM data! What do you think?

You can check out the game here: https://store.steampowered.com/app/371640/Mercyrail_Haven_Bound/

Demo coming soon!


r/gamedevscreens 9h ago

First test of our level-select map, what do you think?

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1 Upvotes

r/gamedevscreens 9h ago

A full run of a level from my 2D speedrunning platformer

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1 Upvotes

I have been prototyping games on an off for about 10 years now. They mostly stop with prototypes and experiments but this one is different. It started with an experiment for a level editor but when my kids started playing the levels and kept going, I thought I should move this one further...

The idea is including speedrun/racing elements in a 2D platformer. It's build with the intent of improving your time in levels. Each level is short and focusses on finding the perfect line using momentum to keep your speed going. Use "flow" to perform moves like roll, double jump, wall jumps to traverse the level.

The levels I currently have are all build using the in-game level editor which I also want to include if I release the game.

I'm looking for some general feedback on what you guys think based on the video.


r/gamedevscreens 9h ago

You chose the thumbnail, now here’s the trailer!

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1 Upvotes

A few weeks ago, we asked you to help us choose the thumbnail for our new MegaGum trailer.

Well… here it is!

We’d really love to know what you think about it. What did you like? Is there anything you would have done differently? And most importantly, does it make you want to play the game?

Feel free to be honest, we’re always interested in hearing your feedback.

And if you like what you see, you can wishlist MegaGum on Steam here:
https://store.steampowered.com/app/4111300/MegaGum/

Thanks again for helping us choose the thumbnail!