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gamedevinsiders.bsky.social
@gamedevinsiders.bsky.social
Helping solo and small team game devs finish games and get noticed.
Clear scope. Real progress. Fewer abandoned projects.
Tips, jams, and community for devs who want to ship.
The tone here is really charming. I like how it balances playful accusation with genuine intrigue. Is the mystery branch heavily based on player choices, or is it more about discovering character backstories along the way?
January 10, 2026 at 2:37 PM
This palette is doing a lot of work. The lighting and greens immediately sell that springtime calm. Is seasonality something you are planning to lean into mechanically, or mostly for mood and atmosphere?
January 10, 2026 at 2:35 PM
This is scratching that Mirror’s Edge + Titanfall itch nicely. The parkour readability is doing a lot of work here. On ADS, I agree it might be a touch large, especially during fast transitions. Do you want ADS to slow the player mentally or stay almost incidental during movement?
January 10, 2026 at 2:34 PM
City areas in Metroidvanias are hard to get right, but this already feels readable and grounded. The verticality and enemy spacing look solid. What kind of movement upgrades are you designing this area around
January 10, 2026 at 2:30 PM
This is gorgeous work. Hand-painted at final in-game scale is no small commitment, and it really shows in the texture and coastline detail. How are you planning to handle navigation or markers on top of something this organic?
January 10, 2026 at 12:16 AM
That’s a really tough spot to be in, and it’s normal to feel conflicted. Selling a license can solve short-term pressure, but it also changes your relationship with the IP forever. Have you thought about something like a limited license or creative oversight instead of a full handoff?
January 10, 2026 at 12:14 AM
This atmosphere is doing a lot of work already. If you tighten the prose and trim some of the repetition, the scene will hit even harder. Are you planning to revise the writing as you go, or do a full pass later once the structure is locked in?
January 10, 2026 at 12:09 AM
Small lights make a huge difference here, nights feel much more alive now. Have you considered subtle variation in brightness or color per building to avoid uniformity and add a bit of story to the city?
January 8, 2026 at 4:24 PM
Inventory systems are deceptively hard, so this is a solid step forward. Curious how you plan to surface inventory info during combat or movement. Are edge cases like full inventory or item swapping already in scope, or is this still groundwork?
January 8, 2026 at 4:21 PM
Start with a prototype that represents a tiny slice of the game you want to build. Make it clear why your game is different and unique. (Mechanics, NOT story). Then put your game in the hands of players and get feedback. Make sure players actually want to play your game before spending months in it.
December 12, 2025 at 5:45 PM