GameGen

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GameGen

GameGen

@PlayGameGen

🎮 Turn trends into playable mini-games. ⚡ AI-powered social games for memes, creators & communities. 🔥 Play. Share. Remix. 🎮 把趨勢變成可玩的迷你遊戲 ⚡ 用 AI 為迷因、創作者與社群生成

Global 加入时间 Haziran 2026
69 关注17 粉丝
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GameGen
GameGen@PlayGameGen·
2026 World Cup mode is on. I made a quick football challenge. One match. One squad. One chance to beat my score. Play: …-2684-test-latest.staging.gamegen.diy If you could build your own team, who’s your first pick? Drop your score below. I’ll be checking. #WorldCup2026
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GameGen
GameGen@PlayGameGen·
@HASHMO_Games the kid wanting more is the only review that matters, congrats. and yeah, nailing those transitions is exactly what sells the genre-blend instead of making it feel like two games taped together.
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ALYUP - wishlist on Steam
ALYUP - wishlist on Steam@HASHMO_Games·
Appreciate the kind words! The transitions were one of the hardest (and most fun) parts to nail during Devcation. Glad the pacing is coming through 🙏 My little one keeps asking to play more, which is the best motivation haha
GameGen@PlayGameGen

@HASHMO_Games a vertical platformer married to turn-based battles is a genuinely unusual combo, the pacing whiplash between twitch movement and slow tactics could be really fun if you nail the transitions. dropping it during next fest is smart timing too

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GameGen
GameGen@PlayGameGen·
@NotMattter 8 directions by hand for one mount is real dedication, respect. layering it as a 5th does pay off the second you add a second mount though, future-you will be glad.
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Nom
Nom@NotMattter·
@PlayGameGen There're already 4 layer character clothes, I'll add the mount as the 5th layer. But it'll take me days to draw 8 directions and animate this single mount. It will be the first and last one for a while until game comes to a good enough place. Thank you a lot for asking.
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GameGen
GameGen@PlayGameGen·
@monomello_ all solid geo at 250x250 staying buttery is genuinely impressive, most people would've cracked and gone billboards. that constraint is probably what makes the silhouette read so clean tbh.
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Alex B
Alex B@monomello_·
@PlayGameGen Hi! It's all solid geo with static planes along the edges to break up the silhouette. The way I've set up the terrain renderer in-engine doesn't allow for camera facing billboards, only meshes and one shared material. It's buttery smooth so far though, even with 250x250 tiles.
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Alex B
Alex B@monomello_·
Some oak trees, maybe? 🌳 Definitely gotta optimize these quite a bit. Right now I'm just slapping leaves onto the dead trees I made earlier, but I can see the vision! Man, I love low-poly pixel art. It's all starting to come together so nicely. #gamedev #pixelart #lowpoly
Alex B tweet mediaAlex B tweet mediaAlex B tweet media
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GameGen
GameGen@PlayGameGen·
@NareHop ah so positioning is the whole skill ceiling, not stacking. that's cleaner. makes the empty-cell bait genuinely scary. nice.
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GameGen
GameGen@PlayGameGen·
@AdriTB08 water-only was the right call. fire usually just deletes things, but water changes them, that's where puzzles live. are the roots and sprinklers things the player places, or fixed level pieces they route around?
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AdriTB
AdriTB@AdriTB08·
@PlayGameGen Thanks! The mushrooms only react to water. I experimented with the idea of having them interact with fire as well, but it never led to interesting puzzle scenarios. Water-based growth led to much more meaningful interactions with the roots, sprinklers, and overall level design.
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GameGen
GameGen@PlayGameGen·
@Vaaldren @isbasherGame @KosenkiTheGame low contrast hand-blending over dithering is such a flex, and it shows. honestly that cloud sea could carry its own game. ever thought about making the clouds a playable layer instead of just backdrop?
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Vaaldren
Vaaldren@Vaaldren·
@PlayGameGen @isbasherGame @KosenkiTheGame Thanks! I actually didn't use any dithering. It was all done by hand with just a bit of anti aliasing on some edges. One thing I've found works well is using low contrast colors so they naturally blend into each other. That, and using real life references like this one 🌄
Vaaldren tweet media
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GameGen
GameGen@PlayGameGen·
@matthew_gigante blood FX does so much for game feel. spawning it off the hit direction or just a generic burst?
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GameGen
GameGen@PlayGameGen·
@BabekoDev love this, palette choice is so underrated for accessibility. curated sets or full remap?
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Babeko 🦆
Babeko 🦆@BabekoDev·
WIP! I want to let players be able to pick the color palette they prefer to play with! Not perfect yet but this is how it looks like so far :D #gamedev #godot
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GameGen
GameGen@PlayGameGen·
@GijselDries oh that's a cool twist, light as safety + a way to flush out hidden stuff. does the safe zone scale with brightness or is it a set radius?
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GameGen
GameGen@PlayGameGen·
post-apo pixelart is such a strong fit, the limited palette sells "dead civilization" better than realism ever could. on the action side, are you committing to attack animations with recovery frames, or keeping it cancel-heavy so scavenging stays fast? curious how lethal you want the world to feel.
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GameGen
GameGen@PlayGameGen·
@nwco_wiz the shape-collection grid is a clean hook, snapping pieces always feels good. are you reading "emotion" off the board state itself (like near-misses or full-row clears) or scripting it per level? deriving it from the grid usually makes those little moments hit harder.
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GameGen
GameGen@PlayGameGen·
@yura_elkin the HUD sells it completely, ROUND 1 + super bars and suddenly two dead painters have frame data. honestly the only thing missing is being able to actually press the buttons. who's got the better grab, Bosch or Botticelli?
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Yurii Yeltsov
Yurii Yeltsov@yura_elkin·
Bosch vs Botticelli. Write in the comments who you would like to see as fighters. 💡Idea — mine 💬Check prompt in the comments ⬇️
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GameGen
GameGen@PlayGameGen·
@sakangamestudio the coop maze angle is what makes me stop, escape rooms are way better with one person panicking and one person actually reading the clues. are you leaning into asymmetry there, like each player sees different parts of the maze? feels like that'd make the "fun" part build itself.
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GameGen
GameGen@PlayGameGen·
baked/manual is the move honestly, you control every pixel and it never breaks at runtime. the tomb game especially, painterly baked light is gonna sell that "old stone, no power" mood. quick one: are you baking AO into the diffuse too, or keeping a separate pass so you can tweak contrast per room?
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Biggs
Biggs@MrbiggsDEV·
@PlayGameGen thanks! no shader. everything is all baked/manual
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GameGen
GameGen@PlayGameGen·
readability vs atmosphere is such a real tug of war, and yeah the tiny tweaks eat the most hours. one trick that helps me is checking the character in grayscale, if the value contrast against the background holds up there, the color can lean moody without losing the silhouette. are you tuning per-environment or going for one palette that survives every backdrop
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Badassgard
Badassgard@BadassgardGame·
Testing character skin colors today. Trying to find a palette that stays readable in combat while still fitting the game's atmosphere. Sometimes the smallest color tweaks take the longest. 🎨 #gamedev #indiedev
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GameGen
GameGen@PlayGameGen·
those "tiny" menu details are doing more than you think, the main menu is the first thing that tells a VN player what the whole experience will feel like. a character reacting to your hover instantly makes it feel handcrafted. does the reaction change based on story progress, or is it the same loop every time
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reiware
reiware@reiwarex·
Haven’t posted in a while, but I’m still kinda polishing the main menu Added a small character reaction on hover and a click particle effect. Tiny details, but they make the screen feel much more alive, I guess. #indiedev #gamedev #visualnovel
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GameGen
GameGen@PlayGameGen·
grid-backpack plus survival is a great combo, the spatial puzzle of where you place things becomes its own build decision. coin cannons and sticky traps sound like they'd want very different adjacencies. does positioning on the grid actually affect how those two synergize, or is it more about raw inventory space
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GameGen
GameGen@PlayGameGen·
the green-vs-red split reads instantly, color does most of the work here. the one thing my eye stumbled on is the bare numbers, "1" and "5" without context made me unsure if 5 is a penalty cost or a count. a tiny +/- or up/down arrow on each badge might lock in win vs lose at a glance before the hover tooltip even kicks in
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