#IndieGameLover
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allsystmsred · 13 days ago
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DYSTOPIKA dev. Voids Within
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mymomichis-blog · 5 days ago
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bunny girl from rental
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cultofgalaxy · 9 months ago
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Cult of Galaxy?? nah...
Cult of the Kuparkuke!!
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louieferhanil · 9 months ago
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title screen !! :)
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cheezyneedz · 1 year ago
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Special Delivery~
Sketch :3
This took about 5 1/2 hours :3
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fawnzo · 1 year ago
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A wallpaper art of Grimm I made some time ago.
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troythecatfish · 8 months ago
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candlepandaa · 1 year ago
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Every year I have a phase where I fall in love with her again
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littlemxhoney · 1 year ago
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Eat as much halloween candy as you want! (Just don't litter!)
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If you go trick or treating, please be mindful of your candy wrappers! Thanks for the reminder Outgrid & @ooblets!
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betadecaygame · 11 months ago
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Happy Holidays
Wishlist:
https://store.steampowered.com/app/1416070/beta_decay
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tyodevs · 1 year ago
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adding one of many bugs, in more ways than one... 🐞
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zeatheninteractive · 1 month ago
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Behind the Colors of Hueniverse!
Here's a little glimpse into the code that brings all the vibrant color gradients to life in my game, Hueniverse! As an indie developer, these moments of creating something from scratch are the most exciting parts of the process.
This snippet shows part of how I generate the smooth, eye-pleasing gradients that make the puzzles pop. It might look like just a few lines of code, but it’s where the magic starts! 
I hope this gives you an idea of the fun behind-the-scenes work that goes into making Hueniverse colorful and relaxing.
If you're a fan of games, colors, or just want to see an indie dev's journey, I'd love for you to check it out!  Link in bio!
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mymomichis-blog · 7 months ago
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niko turn33nq a michi
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cultofgalaxy · 1 year ago
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⭐Cult of Galaxy poster⭐
Our official Kinoko poster to promote our project, featuring a whole load of our aliens who will all be featuring in one way or another. This includes the creator of the universe, Galaxy; her first failed creation, the evil and twisted Blackhole; the ancient cults that worship them both and have battled for millions of years; many villains and allies; Kinoko's best friend, Neemal, and hero/grandfather figure Astraeus; and of course, at the centre of them all, Kinoko himself and his starsprite companions!
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soloindiegamedev · 2 months ago
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Do any of them sound familiar?
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lukasgivergalaxy · 3 months ago
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Certainly! Here’s the game concept in English:
### **Story:**
- **Introduction:**
- The game begins with scenes showing the everyday life of the two children. They are happy, but then tragedy strikes: the girl is crushed by a plane on the beach, and the boy is hit by a bus. These scenes are presented in a striking manner, focusing on the emotional impact and the shock of these moments.
- **Awakening in Purgatory:**
- The children wake up confused in a toy house inside a large, terrifying mansion. They realize they are not in their world and discover that the house is inhabited by demons that patrol the dark areas.
### **Gameplay Mechanics:**
- **Exploration:**
- Players must explore the toy house and eventually the haunted mansion to collect tools. The mansion has different rooms, each with its own environment and challenges, such as rooms that transform, illusions, or areas where time flows differently.
- **Stealth and Spirit Form:**
- To avoid demons, the children can temporarily become spirits, allowing them to pass through walls and doors. However, while in spirit form, they must move silently and avoid making noise, as demons may detect and capture or destroy them.
- **Puzzles and Crosswords:**
- Each level of the game includes a challenge or puzzle that must be solved to advance. The final crossword is a key element, composed of words found throughout their adventure, connecting them with clues about their death and the nature of purgatory.
### **Character Development:**
- **Relationship Between the Children:**
- As they progress, the children develop a deeper relationship. They start as strangers but, throughout the game, they support each other and share their fears, memories, and hopes.
### **Environments and Levels:**
- **The Haunted Mansion:**
- The mansion has multiple levels, each with its own theme and dangers. Some levels could include:
- **The Dark Basement:** Filled with shadows and echoes of lamentations, where demons are more active.
- **The Forgotten Garden:** A place shrouded in fog where the plants are alive and twisted.
- **The Toy Room:** Filled with broken toys and dolls that seem to move when not observed.
- **The Spiritual Lake:**
- The final level is a mystical lake within the mansion. Here, the children must complete the final crossword under the pressure of a large guardian demon’s presence. This is the climax of the game.
### **Ending:**
- **Escape or Redemption:**
- If they complete the crossword correctly, the children return to their lives. However, they are now aware that they were in purgatory, which profoundly marks them. The ending could leave room for reflection on life, death, and destiny.
This outline can serve as a foundation. If you’d like, we can delve deeper into any part, or add more details about characters, settings, or gameplay mechanics. What do you think?Certainly! Here’s the concept in English:
### **Reactive Audio Mechanics:**
- **Microphone Interaction:**
- The game uses the player's microphone to listen to real-world sounds. When the player speaks or there is noise around, these sounds trigger events in the game, such as whispering voices, knocks, or moving objects in the kitchen or other parts of the house.
- **Demon Response:**
- Demons within the game become more aggressive or move closer when they detect noise. This forces the player to play in silence or employ strategies to avoid making noise in their real environment.
### **Random Events:**
- **Paranormal Activity in the Kitchen:**
- At key moments, sounds or voices generated by the player can trigger events like flickering lights, falling knives, or the brief appearance of shadows in the kitchen. This not only heightens the tension but also makes the player feel vulnerable and watched at all times.
### **Gameplay Effects:**
- **Difficulty Adjustment:**
- If the player talks too much or makes excessive noise, the game could increase in difficulty, with more demons patrolling or puzzles becoming more complex. This reactive audio component could be crucial for enhancing immersion and fear.
This feature makes the experience unique and much more terrifying, as the player has to be aware of their surroundings both in the game and in real life. Would you like to explore this idea further or add any other elements?Certainly! Here’s the concept in English:
### **Shelter Mechanics:**
- **Returning to the Toy House:**
- When players hear disturbing noises, such as voices or knocks coming from the kitchen (or any other part of the haunted house), they must quickly return to the toy house. This toy house acts as a temporary refuge where demons cannot enter.
- **Closing the Doors:**
- Once inside the toy house, players must manually close the doors. This not only keeps them safe but also gives them time to plan their next move. Closing the doors is not automatic, adding tension, especially if demons are nearby.
### **Risk and Reward:**
- **Waiting Time:**
- After closing the doors, players need to wait to ensure that the demons have passed by. However, staying in the toy house for too long could have consequences, such as objects disappearing from the main house or demons becoming more perceptive.
- **Quick Decision-Making:**
- If players take too long to return to the refuge when they hear noises, demons might find them outside the toy house, which could result in losing progress or even a "game over." This mechanic creates constant tension, forcing players to evaluate when it is safe to continue exploring and when it is better to seek refuge.
### **Paranormal Events:**
- **Changes in the Toy House:**
- As the game progresses, the toy house might change, reflecting the influence of the demons. For example, players might notice walls cracking, lights flickering, or strange objects appearing within the refuge.
This combination of strategic and horror elements ensures that players are always on edge, with the constant feeling that danger is lurking. What do you think of this development? Is there any other aspect you’d like to explore or add?
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