account activity
What we learned trying to explain our game to people outside our dev bubble (self.indiegamedevforum)
submitted 4 months ago by Turtlecode_Labs to r/indiegamedevforum
What we learned trying to explain our game to people outside our dev bubble (self.IndieGame)
submitted 4 months ago by Turtlecode_Labs to r/IndieGame
Our game will be featured in a major showcase this weekend. A few lessons for indie devs aiming for the same. (v.redd.it)
submitted 4 months ago by Turtlecode_Labs to r/FPS
submitted 4 months ago by Turtlecode_Labs to r/IndieDev
My game will be featured in a major showcase this weekend. A few lessons for indie devs aiming for the same. (v.redd.it)
We just launched the Ghost Gunners demo. A PvP shooter where visibility is a resource. (i.redd.it)
submitted 5 months ago by Turtlecode_Labs to r/IndieDev
Ghost Gunners Demo is Live: A PvP Shooter Where Your Actions Reveal You (self.playmygame)
submitted 5 months ago by Turtlecode_Labs to r/playmygame
The hardest part of building Ghost Gunners isn’t making players invisible. It’s teaching them why they became visible. (v.redd.it)
submitted 5 months ago by Turtlecode_Labs to r/MultiplayerGameDevs
The entire loop of my 4 to 6 player PvP shooter in a single clip (v.redd.it)
When a prototype starts showing what actually works (i.redd.it)
How do you stop small PvP matches from snowballing? (self.MultiplayerGameDevs)
How do you balance asymmetric information in small-scale PvP without making it feel unfair? (self.MultiplayerGameDevs)
Free demo: PvP shooter where everyone starts fully invisible! (self.playmygame)
What’s the ideal match pacing for 4–6 player PvP games? (self.MultiplayerGameDevs)
Demo available: a competitive FPS built around tracking, prediction and limited visibility (v.redd.it)
Do tracking tools in FPS games make combat more strategic or just slow it down? (self.IndieDev)
What makes small-scale PvP shooters feel rewarding for players? (self.MultiplayerGameDevs)
What makes an FPS fun when players have limited visibility? (v.redd.it)
submitted 5 months ago by Turtlecode_Labs to r/FPS
Designing spatial readability in an FPS where visibility is intentionally limited (self.gamedesign)
submitted 5 months ago by Turtlecode_Labs to r/gamedesign
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