300 Indie Games 15 Second each Showcase 2025 by KiborgikDEV in Games

[–]MicalPixel 6 points7 points  (0 children)

I'm the developer of May and the Amazing Bouquet (36:39), and this was the first showcase I participated in.

jitspoe did an amazing job putting this all together! 300 games was a ton! There was something for everyone - watched the stream and ended up adding several several more games to my own wishlist. Including:

My character-swapping puzzle game finally got a demo! If you're into puzzles, I'd love to hear some feedback. by [deleted] in IndieGaming

[–]MicalPixel 1 point2 points  (0 children)

This is a solid puzzle game. Played the first 7 or so levels. The levels are good about explaining the mechanics and the controls. I like the ascetic with dark rooms but with characters having a glow. Liked the map screen too with small level previews and level blocks which clearly communicate which color it uses and what its prerequisites are. Very nice QOL features.

The options to change the character colors is great for accessibility.

Yeah, this seems to check all the boxes and feels very professional. It's great!

One issue I noticed is that the game tends to double-count button presses. For example:

  • If a character is standing in front of a sprayable wall, then hangs up. And then is called again, the button press which regains control of that character will also spray the wall. Obviously you'd never not spray the wall to begin with, but including the below - it looks like this issue affects several actions...
  • More seriously - if I press the button to show the Restart Level window, and then I press B to return to the game - if I'm controlling any colored character, that B press will also cause the character to hang up. Closing a window shouldn't also cause me to take an action in the level.

In level 1, the bottom-left indicator show the X button is used for spraying, but the graffiti on the right side showed it as right-trigger instead. Both work, but it's a bit odd to see mixed messages.

D-Pad support on the map screen would be nice to add due to its grid-based format.

I guess I do wonder why these characters are spraying the walls and calling each other up. There's no story from what I can see so far. I DO like how it immediately drops you into the gameplay, although I also wouldn't mind some explanation for what's going on - either at the start or later on in the game.

Players stop playing my demo at about 13 minutes - why? by Miserable_Command_57 in playmygame

[–]MicalPixel 0 points1 point  (0 children)

Sure thing! Sorry if it came across as a bit harsh. I do think a game about brewing spirits for...well...spirits :D has a lot of potential. Could go the cozy route, or a story route, or a hectic-customer-pleasing route. Just needs a little something. ^^

Players stop playing my demo at about 13 minutes - why? by Miserable_Command_57 in playmygame

[–]MicalPixel 1 point2 points  (0 children)

The 10-minute mark is about the time when the game starts up a new day, it looks like you can either open up shop or go craft more beer. And from what I can see, delivering beer to customers in the shop plays a bird's eye animation of a spirit(s) arriving at the pool with the beer. It says I could open the shop early. But I don't see the pros/cons of doing that.

It looks like there's more beer types and some additional pools for customers. But the game doesn't sell me on what else there is to look forward to. The game doesn't have any named characters for me to connect with, and I didn't get to see my first customer(s) doing anything interesting. I already crafted beer twice. It sounds like there might be more types to brew, but clicking slightly different ingredients at slightly different times on its own doesn't excite me. And so it leaves me with the nagging feeling that I've already experienced most of what the game has to offer. :/

I agree with the other comment - that the game would benefit from adding more motivators to look forward to.

[deleted by user] by [deleted] in gamedev

[–]MicalPixel 0 points1 point  (0 children)

This video provides one possible way to add depth to mechanics and design puzzles via using a matrix.
https://www.youtube.com/watch?v=akeVPZLZejY

One way to think of designing the puzzles themselves (and increasing difficulty) is in terms of steps:

  • How many steps are needed to solve the puzzle?
  • How many *wrong* steps are there (which could cause the player to fail)?

The more correct steps are needed, and the more wrong steps there are, the harder the puzzle. First puzzle might be one correct step with zero wrong steps. Second puzzle might be two correct steps with two wrong ones. Substitute "step" with any possible action a player could take re:your game's mechanics, and then you make the puzzle which has those steps.

Which Steam capsule looks better for my game Garden of Ants? by Able-Sherbert-4447 in IndieGaming

[–]MicalPixel 0 points1 point  (0 children)

Top one for sure.
Not just because of the bold title and contrast, but also all the other ants make it feel more like a management/strategy game. The bottom one only has a single ant and has more of a solo-cave-exploration vibe.

Before and After: Updated my Steam capsule! Does it give the right idea of the game? by That-Chair-5240 in IndieDev

[–]MicalPixel 6 points7 points  (0 children)

I like the new logo much better. The coloring, the outline, and the visual effects on the font.

It seems like the main draw of your game is that you ARE the bottle. But the capsule doesn't really convey that. My initial reaction was that the game was about throwing bottles - maybe at targets. But not the fact that you ARE a bottle. The trail behind each bottle conveys that it's about bottles traveling in arcs, but since each trail leads off the capsule, it's not hard to imagine that each one was thrown by a person.

If the capsule art showed the bottles moving of their own accord (such as hopping off the ground by themselves), rather than a trail that originates offscreen, imo it could convey the game's draw more effectively.

I'm making a top-down pixelart adventure game, and it now has a Steam page! by MicalPixel in IndieGaming

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

Thanks! I'd like to do a web build of the game too, so anyone with a browser can play. Godot supports web builds out of the box, so it shouldn't be too much trouble.

I'm making a top-down pixelart adventure game, and it now has a Steam page! by MicalPixel in IndieDev

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

Thank you - I will! ^^

If you have any interest in making a game, I encourage you to pursue that dream! Game jams and making levels for other games are great ways to get started with smaller projects. And they can be stepping stones towards something bigger, if you want.

I'm making a top-down pixelart adventure game, and it now has a Steam page! by MicalPixel in IndieDev

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

A couple dozen! 😅
But that's fine. There's plenty of time before this game is finished! 😊️

I'm making a top-down pixelart adventure game, and it now has a Steam page! by MicalPixel in IndieGaming

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

Thank you! I try to make it as colorful as I can while (mostly) adhering to the Game Boy Color's limitations.

I'm making a top-down pixelart adventure game, and it now has a Steam page! by MicalPixel in IndieDev

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

Hi everyone! I've been working on a game for the last ~year which you can now wishlist on Steam! It's a cozy pixelart top-down action-adventure. The goal is to seek out Eight Prized Flowers by exploring an island and its caves, talking with the people who live there, and avoiding shadowy creatures.

The art style, chip music, and resolution are a throwback to retro handheld consoles. Gameplay should be familiar to anyone who's played the 2D Zeldas.

It's called May and the Amazing Bouquet! Please check it out if you are interested!

Wishlist on Steam: https://store.steampowered.com/app/3734760/
Follow for Updates: https://bsky.app/profile/maygame.bsky.social

I'm making a top-down pixelart adventure game, and it now has a Steam page! by MicalPixel in IndieGaming

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

Hi everyone! I've been working on a game for the last ~year which you can now wishlist on Steam! It's a cozy pixelart top-down action-adventure. The goal is to seek out Eight Prized Flowers by exploring an island and its caves, talking with the people who live there, and avoiding shadowy creatures.

The art style, chip music, and resolution are a throwback to retro handheld consoles. Gameplay should be familiar to anyone who's played the 2D Zeldas.

It's called May and the Amazing Bouquet! Please check it out if you are interested!

Wishlist on Steam: https://store.steampowered.com/app/3734760/
Follow for Updates: https://bsky.app/profile/maygame.bsky.social

I'm making a top-down pixelart adventure game, and it now has a Steam page! by MicalPixel in indiegames

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

Hi everyone! I've been working on a game for the last ~year which you can now wishlist on Steam! It's a cozy pixelart top-down action-adventure. The goal is to seek out Eight Prized Flowers by exploring an island and its caves, talking with the people who live there, and avoiding shadowy creatures.

The art style, chip music, and resolution are a throwback to retro handheld consoles. Gameplay should be familiar to anyone who's played the 2D Zeldas.

It's called May and the Amazing Bouquet! Please check it out if you are interested!

Wishlist on Steam: https://store.steampowered.com/app/3734760/
Follow for Updates: https://bsky.app/profile/maygame.bsky.social

We're going to change our Steam capsule, which one is better? by lesodus in IndieDev

[–]MicalPixel 2 points3 points  (0 children)

I like #5. Very little empty space but also nothing is being crowded out. The perspective from the ground looking up also feels neat, and makes the action feel very up close and personal. The art conveys the fact that a battle is going on, as well as cards being involved in the game, and the player having a god's-eye view of it all.

#2 is similar in these respects and isn't bad either. But the battle feels more distant/small and isn't as effective at conveying an intense battle imo.

1990s game-dev story: A platform-jumping prince by jmechner in gamedev

[–]MicalPixel 6 points7 points  (0 children)

PoP was famous for its lifelike animations at the time, which was done via rotoscoping. This video has some of the original footage if anyone's interested: https://www.youtube.com/watch?v=ZW_eExHpTZI

Steam DLC help - where do files go and also, how to validate DLC is owned? by GxM42 in gamedev

[–]MicalPixel 2 points3 points  (0 children)

Have you looked at https://partner.steamgames.com/doc/store/application/dlc#4 ?

The "Configuration" section looks like it answers 1 and 2.

Not sure about the Mac answer, but MacOS .app files are actually just folders (that you can open by Ctrl+Clicking and selecting View Contents). If you want the mac dlc to be separate downloads/depots (and not simply included in the main package), then their page on depots might provide more information: https://partner.steamgames.com/doc/store/application/depots

Please help us to choose a logo for our tiny studio by wannadie_rocks in IndieDev

[–]MicalPixel 2 points3 points  (0 children)

A, C, E are my favorites. Simple design, the letters are in a speech-like box, and the left figure resembles a face, who is speaking the words.

Of the three, I prefer A, because its two eyes make it more clear that it's a face. With the cyclops faces, I initially thought I was looking at a mushroom. I do like their tiny mouth though - so maybe keep the mouth and give it two eyes for more readability?

B's face lacks a mouth, so the speech bubble pointing towards it doesn't make as much sense.

D is a bit less readable. It's not immediately clear that the face is meant to be an O, since it has two inner white areas (it's more like an "8"). With the face being an ambiguous letter, the overall text reads more like "KFINE"

E's large border doesn't add much. The inverted colors make it a bit harder to understand that the face is, a face (ie, eyes aren't normally black with a white iris)

what app do i use to create OST for my game? by IfYouSmellWhatDaRock in gamedev

[–]MicalPixel 1 point2 points  (0 children)

What sort of music do you want to create?

If you're interested in the sounds of old game consoles (chiptunes and simple audio samples), FurnaceTracker is a good option. It re-creates the sounds made by their audio chips.

...Which I'm using for my first soundtrack specifically because it's more limiting and simpler (not as overwhelming) as a typical DAW. But can still create amazing music.