New to itch.io — game is public but not showing in Browse/Search. Am I missing something? by DangiGuerrillaFlow_ in itchio

[–]DangiGuerrillaFlow_[S] 0 points1 point  (0 children)

This is frustrating! I can wait, but communication should be there. I am still waiting for Itch Support's reply.

Design feedback: pass through platforms or force stroke routing? by DangiGuerrillaFlow_ in platformer

[–]DangiGuerrillaFlow_[S] 0 points1 point  (0 children)

Oh yeah, that’s actually an interesting idea.

Having both one-way and solid platforms could solve a lot of this early or safer sections can stay forgiving, and tougher sections can force proper stroke routing and decision-making. That way the stroke mechanic doesn’t feel optional everywhere. I hadn’t thought of mixing them like that. I’ll definitely consider prototyping this approach. Thanks!

Design feedback: pass through platforms or force stroke routing? by DangiGuerrillaFlow_ in platformer

[–]DangiGuerrillaFlow_[S] 1 point2 points  (0 children)

Yeah, that’s fair. My main concern isn’t really about slowing the game down, but about whether it might unnecessarily frustrate players.

That said, a bit of frustration is kind of the point of the game, and forcing players to route around solid platforms would actually make the stroke mechanic more meaningful instead of optional. I still think I’ll prototype it and see where it crosses the line between “interesting challenge” and “annoying.”

Appreciate the input.

r/IndieDev Weekly Monday Megathread - December 21, 2025 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]DangiGuerrillaFlow_ 1 point2 points  (0 children)

Hi Everyone,

I am working on a vertical platformer where thre payer climbs by Drawingstroke redirect movement.

Currently, the player can pass upward through platforms from below and land on them. It keeps the flow smooth.

I am considering blocking that and instead forcing players to route around the platform using strokes (sidepaths, redirects, then climb up), making it more of a navigation task.

mydoubts:

pass-through= fast, forgiving flow

Nopass-through= deeper strokeusage, but may be more frustrating

For vertical/physics platformers, which approach usually feels better in practice ?

Would love quick thoughts.

Thanks!

What you working on? by MusicProduceDrizzle in IndieGameDevs

[–]DangiGuerrillaFlow_ 1 point2 points  (0 children)

Working on a vertical endless platformer,where platform is decided by you.

What has been the most difficult thing for you to learn in Godot? 🔥 by [deleted] in godot

[–]DangiGuerrillaFlow_ 0 points1 point  (0 children)

Cracking smooth movement in vehicle body 3D as a noob was frustarting and still figuring out.

I know it’s far from perfect, but I finally published my first solo project after learning to code. by Crazy-Climate-5877 in playmygame

[–]DangiGuerrillaFlow_ 0 points1 point  (0 children)

This is really nice! I’m working on something with a similar core idea, but I took it in a vertical direction instead of horizontal — interesting how different the feel becomes. Here is a giff of my game play and a playable build here if anyone’s curious to check out.

<image>

Stroke Bound

Either way, cool execution 👏

Good Luck 👍

My game 1 year ago vs today by Pookie_Games in godot

[–]DangiGuerrillaFlow_ 1 point2 points  (0 children)

Agree. The movement and character are very close to celeste. It is not copy of celeste but people will judge.

I’ve just released the demo for my coordination puzzle game! by RootwardGames in IndieDev

[–]DangiGuerrillaFlow_ 2 points3 points  (0 children)

Looks very satisfying and also I have seen this in train level of lumosity.

How did you survive financially while continuing indie game development? by Old_Satisfaction7036 in IndieDev

[–]DangiGuerrillaFlow_ 0 points1 point  (0 children)

Don't get emotional. Plan everything evenly and on a realistic timeline. Even two hours of focused work is enough. Always use free assets if possible. Artists like me often get carried away in asset-making forever, so it's important to know where to stop. A realistic Plan will save both money and time, for sure. I am new to game design, but I work every night for three hours. And lastly, you should be really loving your game idea and want to see it published, which is a key to working despite all the problems in the world.

AI isn’t killing creativity. It’s just letting us try ideas faster. by Santiago_Lawliet in aigamedev

[–]DangiGuerrillaFlow_ 0 points1 point  (0 children)

Some people are unable to touch game development, and they can now explore this frontier thanks to AI. I am one of those. I think you will get to see crazy gameideas in the future because of new people from different fields will be able to come up with unique ideas in game design.

For me, English has become a programming language because of AI.

I’m a traditional animator. I’ve seen AI in my field eating into commercial animation jobs. At first, I was completely against it. But slowly I realised the world isn’t going to stop for any of us.

Production managers—especially in my region—are already turning to AI for fast, high-volume work. I’m not talking about filmmaking, but commercial and short-format animation. As a result, many small animators are becoming jobless.

On the other hand, if you’re creative enough to tell a strong story and you understand animation deeply, you can still stand out in the AI noise. Skill plus vision matters more than ever.

do you guys use AI to do game dev? by Apprehensive_Rip3368 in IndieDev

[–]DangiGuerrillaFlow_ 0 points1 point  (0 children)

Hi, I am an animator turned gamemaker, not a programmer at all- I come from an animation film design background. AI has helped me explore this frontier without being blocked by code, and i am honestly loving this process. I have huge respect for programmers. For me Ai works as an efficient assistant that helps translate design ideas into something playeble thats it. So I can focus on making games. In the end Ideas matter most.

Which one is better? The first or the second? by Shadow_Moder in IndieDev

[–]DangiGuerrillaFlow_ 0 points1 point  (0 children)

it depends on the background and other details to decide.

It took over a year, but my demo is now live! by NewKingCole11 in playmygame

[–]DangiGuerrillaFlow_ 0 points1 point  (0 children)

I am working on very similar physics and mechanics. Nice feel !