Automata Games

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Automata Games

Automata Games

@AutomataGames1

Indie game dev studio crafting our debut title. Building in public and sharing the journey. Your feedback shapes our code!

Katılım Mayıs 2026
37 Takip Edilen28 Takipçiler
Automata Games retweetledi
IndieCurator | Indie Games
Good news for people who love music in games. Not just soundtracks. Games where rhythm actually matters. When music becomes part of the gameplay, things get much more interesting. #RhythmGame #IndieGames #GameMusic
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Automata Games retweetledi
IndieCurator | Indie Games
There is something special about hand-drawn indie games. You can usually feel the personality behind them. The rough edges, the style, the little artistic choices. That personal touch never gets old. #IndieGames #HandDrawn #GameArt
IndieCurator | Indie Games tweet media
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Automata Games retweetledi
IndieCurator | Indie Games
Today's support list. Older followers already know this, but for newer people: This account exists to help hidden indie games get a little more visibility. To do that, I usually post about 3 accounts per day. I also share the support list because there are no paid posts here. Everything follows an order, and the queue moves from bottom to top. I also skip accounts that are not indie devs or not connected to indie game creation. Just keeping things transparent. #IndieGames #IndieDev #GameDiscovery
IndieCurator | Indie Games tweet media
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Automata Games
Automata Games@AutomataGames1·
Trailer is on the way! So excited!
Automata Games tweet media
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_dareDev
_dareDev@_dareDev·
@AutomataGames1 @IndieCurator Firstly, what has this to do with the OP and my comment that bad code design also leads to projects not being finished? Secondly players expect features to be refined and new bugs to be quickly fixed. If your code isn’t solid, you can’t do that so refactor before release
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Automata Games retweetledi
IndieCurator | Indie Games
Most indie games don’t fail because they’re bad. They die because their creators can’t finish them. Idea phase? Electric. New mechanics? Addictive. First playable build? Pure dopamine. But that last 20% — the polish, the bugs, the balancing, the endless “one more fix” loop — that’s exactly where 90% of indie projects die silently on a hard drive. Finishing isn’t a talent issue. It’s a discipline issue. If your game is stuck at 80% right now… you’re not alone. You are staring down the final boss of indie development. What’s the project that’s been stuck the longest for you? Drop the name or current % in the comments. Let’s finish what we started. #IndieDev #GameDev #インディーゲーム
IndieCurator | Indie Games tweet media
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Automata Games
Automata Games@AutomataGames1·
@_dareDev @IndieCurator I support finished games with bad code design. I believe devs should release it then they can refactor the codebase provided that game is playable and bug free. I wanted to understand your perspective not making a point, and also share mine.
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_dareDev
_dareDev@_dareDev·
@AutomataGames1 @IndieCurator Undertale was successful partly because of when it was released, so it’s a bad example of what you can make and be successful now. The OP was about unfinished projects, players don’t get to play unreleased games so I genuinely don’t get the point you think you’re making?
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Automata Games
Automata Games@AutomataGames1·
@_dareDev @IndieCurator I don’t understand why it is a terrible example. In the end player plays the game and doesn’t see the code as long as game is playable and bug free, how will player notice the bad architecture? I believe during my web dev days we were focusing too much on code as engineers btw
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_dareDev
_dareDev@_dareDev·
@IndieCurator @AutomataGames1 Undertale would not have been successful if it had been released in the last 10 years. It’s a terrible example. And yes, you can refactor to a point - and beyond that you can start again, but if you don’t understand code architecture, then you’re likely to make more mistakes.
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Automata Games
Automata Games@AutomataGames1·
@_dareDev @IndieCurator but is it really because of bad code design? You can always refactor the codebase, even write it from scratch. I believe releasing a working game matters more. Check Undertale it was so bad that codewise it was basically one huge if statement, but it was very successful.
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_dareDev
_dareDev@_dareDev·
@IndieCurator @AutomataGames1 A lot game projects fail because of bad initial code design. Developers rush to get their ideas on the screen and end up engineering themselves into a corner. It only shows up once they try to move beyond the prototype phase.
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Automata Games retweetledi
IndieCurator | Indie Games
You know this is a transparent account. Yesterday I made a support post for @DeTomPlays. It reached around 700 impressions, nearly 60 detail expands, and I estimate maybe 2–3 people subscribed to the YouTube channel. I do not know who those 2 or 3 people are… …but I genuinely thank you. This is exactly why I keep saying: Follower count and impressions are not the most important thing. What matters is active people who are willing to support indie developers. If we can find 1,000 people like that… we might start something special. #IndieGames #IndieDev #GameDiscovery
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Automata Games
Automata Games@AutomataGames1·
@UnityCodeMonkey well not exactly in this time frame but this is the vision we created Automata Games with. Couple of games with different genres and systems to see if we can build it. It is nice to see similar perspectives around. Cheers!
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Code Monkey
Code Monkey@UnityCodeMonkey·
My #1 recurring tip to all Game devs: Make many SMALL games, not one big "dream" game. Every finished project teaches you: - Scope management - Realistic estimates - Real player feedback - What genres actually sell! If you spend 5 years working on a single game, you will only learn those lessons once, whereas if you make 10 games in those 5 years, you will learn 10 TIMES the lessons in the same timeframe! This is the closest thing to a "secret" behind long-term indie success. If you truly desperately want to make massive games then my advice is make them in parts. For example make one small game all about your Combat mechanics, then another small game about your Exploration mechanics and another one all about your clever Building system. Once you've made all 3 of those games, you can analyze what worked and what you could improve in all those individual systems/mechanics and put them all together in one massive game!
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Automata Games
Automata Games@AutomataGames1·
@magicwoodlabs I believe perfectionism mostly prevents us from achieving success, we are not huge companies with million dollar budgets, my goal is making the game entertaining enough.
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Automata Games
Automata Games@AutomataGames1·
Indie dev is really like founding a startup, you need to do everything! You need to create a trailer for your game, you need to do it. You need to playtest your game, well why are you waiting. It is rewarding but exhausting sometimes
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Automata Games
Automata Games@AutomataGames1·
@andreeliasdev I am trying Golang for heavy lifting in my project, and I am designing it like a web project ui parts at Godot(C#) and simulation heavy stuff at Golang. I am really liking the results so far. Now you intrigued me towards Rust too. Is there a specific reason for choosing Rust?
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
I tested Rust vs Javascript for games 🎮 I had this question recently and decided to port my Three.js game to Rust Desktop I'm still not able to reproduce the same look on both games but I believe that codewise they are very similar With both games running, the Rust version averages 37FPS while the Three.js version averages around 20FPS If I'm running one game at a time the FPS goes up considerably (60 FPS on both with power on) So the Rust version for Desktop has 85% increase in performance on my Macbook Pro M4 This comparision is basically comparing Browser vs Native, which is not completely fair So that's why I want to port the Rust version to WASM on the browser and benchmark again soon
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Automata Games
Automata Games@AutomataGames1·
@IndieCurator Thank you! 🙏 You’re right, I’ll start sharing more from our own project as well. Hitting 90% in 3 months motivated me a lot — I want to finish the last 10% without rushing the quality. Really appreciate the support, it means a lot! 🚀
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IndieCurator | Indie Games
I think the speed increase is quite good. I also know you support us every day with retweets and likes. I looked at your profile and I have a small suggestion. It would be better if you posted more about the game you developed yourself. So that visitors can see what you've developed. Good luck with the remaining 10%.
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Automata Games retweetledi
IndieCurator | Indie Games
Today's support list is here. Big studios can buy attention. Indie games usually cannot. So if you're looking for something new, take a few minutes and check out today's indie developers and projects below. A wishlist, reply, repost, demo play, or simple feedback can help more than people think. Let's help more indie games get seen. #IndieGames #IndieDev #GameDev
IndieCurator | Indie Games tweet media
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