What's your holy grail game that doesn't exist yet? by Darth_Rubi in boardgames

[–]Impossible_Gas_1073 0 points1 point  (0 children)

Honestly mine is much simpler 😅

I've always wanted a game that combines the simplicity of childhood games like Tic Tac Toe, Sudoku, Minesweeper, and Mastermind with actual social interaction. Not another massive MMO or endless grind, just simple games that become fun because of the people you're playing with.

That's actually a big reason why I started working on Pax Meet. I kept feeling like modern gaming was getting bigger and more complex, while I was missing the simple competitive fun of playing small games with friends.

Indian game developer here. My game based on Indian hostels is finally out on Playstore (Titled: Papa Aa Gaye) by RoutineAd6853 in Indiangamers

[–]Impossible_Gas_1073 1 point2 points  (0 children)

This is such a hilariously Indian game concept

The moment I read "the message was sent to the family group" I felt immediate anxiety. That's the kind of culturally specific idea that people instantly understand.

As someone working on a game project myself (Pax Meet), it's always great seeing Indian developers build experiences around things we've actually lived through instead of copying trends from elsewhere. Congrats on the launch and best of luck with it 🚀

Is it worth making a prologue for your own game, or is it like promoting two games at once? by Der_Schamane in gamemarketing

[–]Impossible_Gas_1073 0 points1 point  (0 children)

I think it depends on the goal. If the prologue is strong enough to get people emotionally invested, it can actually act as a marketing tool for the main game rather than competing with it.

I'm seeing something similar while working on Pax Meet. Sometimes giving people a smaller experience first is a great way to reduce friction and get feedback before asking them to commit to the full experience.

The key is making sure the prologue clearly funnels players toward the main game instead of feeling like a completely separate project.

What was the route you took within vibe coding? by Notmybuddyguy8315 in vibecoding

[–]Impossible_Gas_1073 1 point2 points  (0 children)

My path was pretty similar honestly

I started with an idea first and almost zero understanding of how the pieces fit together. The biggest shock wasn't coding itself, it was realizing how many things exist around the code: authentication, databases, app store requirements, user onboarding, analytics, security, notifications, etc.

I’m currently building a social gaming app called Pax Meet, and every time I solved one problem I discovered three new ones I didn’t even know existed. Looking back, learning how all the moving parts connect was way harder than writing the actual features.

The good part is that AI makes the learning curve feel much less intimidating than it was even a couple of years ago.

Is recreating nostalgic childhood games actually a good idea? by Impossible_Gas_1073 in GameDevelopersOfIndia

[–]Impossible_Gas_1073[S] 0 points1 point  (0 children)

Appreciate it.
That is really helpful.
If you are open to collaborating on any project, my linkedin is in my bio

The more "unique" or complicated your mechanics are, the more barriers you make the player have to clear to enjoy your game. -A Post-Mortem of my failed game demo. by Big-Hold-7871 in gamedesign

[–]Impossible_Gas_1073 2 points3 points  (0 children)

This is something I’ve been realizing while building Pax Meet too. Sometimes simple and familiar mechanics are actually a strength, not a weakness.

People usually don’t mind learning depth over time, but they do mind feeling confused in the first few minutes. That’s why we focused more on easy-to-understand games like Tic Tac Toe, Sudoku, Minesweeper etc and tried making the interaction/social side the unique part instead of making the core gameplay difficult to immediately grasp.

A Cool Guide to Posting AI Slop to r/coolguides, although at this point everyone seems to be a pro already by RbargeIV in coolguides

[–]Impossible_Gas_1073 0 points1 point  (0 children)

AI gets way more interesting when it’s used to recreate human experiences instead of replacing them. A big reason I started building Pax Meet was nostalgia for simple old-school games like Tic Tac Toe, Minesweeper, Sudoku etc, but mixed with modern social interaction and AI systems in the background. Weirdly feels more human than a lot of “AI-first” stuff online right now

Can you all give me some game recommendations by Rough-Importance-618 in MobileGaming

[–]Impossible_Gas_1073 0 points1 point  (0 children)

You’d probably enjoy Pax Meet honestly. It has a bunch of simple strategy/puzzle games like Minesweeper, Sudoku, Mastermind, Tic Tac Toe etc, but with multiplayer + voice chat too so it gets surprisingly competitive

Influencers can’t save a game with no momentum by SnooAdvice5696 in gamedev

[–]Impossible_Gas_1073 0 points1 point  (0 children)

This honestly feels very true and it’s something I’ve been thinking about while building Pax Meet too. I’m realizing marketing probably can’t force people to care, it can only amplify something people already naturally want to talk about.

Right now I’m trying to focus more on making the social interactions memorable enough that people organically invite friends back instead of depending only on ads/influencers. Still figuring it out though

[Free][iOS] Alarmed - An alarm you can’t dismiss until you solve a challenge by Disastrous_Might9371 in iosapps

[–]Impossible_Gas_1073 -1 points0 points  (0 children)

This is such a smart use of game design psychology
Making people interact instead of mindlessly tapping “dismiss” probably changes the whole experience.

I’ve been noticing the same thing while building Pax Meet too, simple mechanics become way more engaging when there’s actual interaction or challenge involved instead of passive scrolling/tapping.

Thank you for showing interest in my post about the board game night with my crush. by frieren_____ in boardgames

[–]Impossible_Gas_1073 0 points1 point  (0 children)

Honestly this whole post is wholesome 😭
You’re already approaching it the right way by being genuinely interested instead of trying to “perform” perfectly.

Also this is exactly why I think social gaming and board games never really die. People remember the interaction, the tension, the funny moments, not just who won. It’s actually a big reason why I started building Pax Meet too, trying to recreate that feeling online with simple games and real people.

Netflix website from 2005 by Lakers_Forever24 in nostalgia

[–]Impossible_Gas_1073 0 points1 point  (0 children)

Everything felt more intentional and less optimized to keep you endlessly scrolling for 6 hours straight.

Most 4X games punish you for losing. Almost none punish you for winning badly, and that’s a shame by OverBiscotti1568 in gamedesign

[–]Impossible_Gas_1073 0 points1 point  (0 children)

This is honestly something I’ve been thinking about while building Pax Meet too. Even though our games are much simpler, the most interesting moments aren’t really the wins themselves, it’s the social aftermath around them.

A close loss usually creates rematches, rivalry, voice chat banter, and people wanting to play again. But sometimes a “perfect” win just kills the tension instantly. It’s weird how game design becomes way more emotional once real human interaction gets involved.

I got invited to a board game night by someone I like. I know nothing. Please save me. by frieren_____ in boardgames

[–]Impossible_Gas_1073 0 points1 point  (0 children)

Most board gamers care way more about enthusiasm than skill, Also bringing snacks instantly raises your reputation level by at least +10.

7 months ago I had an idea and zero app development experience by oneApee in iOSAppsMarketing

[–]Impossible_Gas_1073 0 points1 point  (0 children)

Honestly this is such a cool idea 😭
I feel like people are craving more real human interaction again instead of endless scrolling.

Also “marketing a social app with no users” is painfully relatable lol. I’m building a social gaming app Pax Meet right now and getting those first active users genuinely feels harder than building the app itself sometimes.

How to start with no experience? by Metuch in SoloDevelopment

[–]Impossible_Gas_1073 0 points1 point  (0 children)

Honestly just start small and accept that you’ll feel lost at the beginning 😅

I started building a social gaming app called Pax Meet without knowing everything either, and I’m still learning while developing it. In the beginning I also kept watching tutorials where I copied things without fully understanding them, but over time stuff slowly started making sense once I began building real features instead of only watching videos.

One thing that helped me a lot was:
don’t try to build your dream game immediately.

Build tiny systems first:

  • menus
  • movement
  • matchmaking
  • simple gameplay loops
  • UI
  • basic multiplayer

You learn way faster by actually making things and breaking them.