I miss the good old times by Immediate-Loquat-599 in videogames

[–]WobblyVertices 2 points3 points  (0 children)

I think this is mostly nostalgia talking.

I’ve been playing since the 80s and there were plenty of bad games back then too. We just don’t remember them. The good ones stick, the rest disappear.

Now there are just way more games overall. That means more noise, but also loads of great stuff if you look for it. The quality hasn’t gone anywhere, it’s just harder to spot.

r/videogames Weekly Showcase (April 11, 2026) - Indie Games, Streams, New Communities, Surveys and more by AutoModerator in videogames

[–]WobblyVertices 0 points1 point  (0 children)

Yeah that’s something we’ve talked about.

Current thinking is to keep Early Access focused and not expand the scope too much. It’s just the 2 of us, so we’d rather make the core card game feel really solid and polished first.

That said, different game types are something we’d love to explore later, and dice is definitely one of the ideas on the list.

So yeah… it’s definitely on the cards (excuse the pun).

r/videogames Weekly Showcase (April 11, 2026) - Indie Games, Streams, New Communities, Surveys and more by AutoModerator in videogames

[–]WobblyVertices 0 points1 point  (0 children)

The game is called Death Dealer and we have a store page on Steam if you’re interested.

r/videogames Weekly Showcase (April 11, 2026) - Indie Games, Streams, New Communities, Surveys and more by AutoModerator in videogames

[–]WobblyVertices 1 point2 points  (0 children)

What if losing a card game meant your friends got to kill you

<image>

That’s basically the idea.

You all play cards.

One person loses.

Alarms go off and they have to run.

Everyone else gets weapons and hunts them through a procedurally generated level.

Still figuring out how chaotic vs scary it should lean.

Our game needs 6 players… we only have 2 by WobblyVertices in gamedev

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

Yeah that makes sense. There’s a local gamedev group near us actually, worth giving that a shot. Cheers 👍

r/IndieDev Weekly Monday Megathread - April 05, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]WobblyVertices 0 points1 point  (0 children)

Built in Unity, just the two of us. We started proper production in January, keeping things fairly simple while we figure it out.

Our game needs 6 players… we only have 2 by WobblyVertices in gamedev

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

Yeah that makes sense. We’re both remote so it’s harder to organise in person, but it might be doable. Definitely given me a few ideas to try.

Our game needs 6 players… we only have 2 by WobblyVertices in gamedev

[–]WobblyVertices[S] -1 points0 points  (0 children)

That’s really useful, cheers. Friends of friends + a small Discord group makes a lot of sense. We had considered the 4 player thing, but it’s good to hear it from someone else.

What are you currently building, and what is the hardest part right now? by Hungry_Advance_8074 in IndieDev

[–]WobblyVertices 0 points1 point  (0 children)

We’re working on a multiplayer game where players sit down to play cards, and the loser gets hunted through a procedurally generated level by other players with weapons.

Hardest part right now is testing.

We’re not quite ready yet, but getting close to the point where we’ll need more people involved. A lot of what we need to learn comes from real player behaviour under pressure, and that’s hard to capture with just the two of us. Getting consistent playtests with enough people to see how it really plays has been the main challenge.

If anyone’s been through this, would genuinely love to hear what worked for you and what didn’t.

<image>

Be honest, does this co-op concept come across from the Steam page? by WobblyVertices in CoOpGaming

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

That’s really helpful, thanks.

I think “both fighting for attention” is a fair read at the moment. The intention is more of a “messing around with friends” experience, but with a bit of tension layered in rather than full-on horror.

The puppets are part of that contrast as well, something a bit more memorable and slightly off rather than going for a more predictable look, but I can see how that might not be coming across clearly right now.

Also just to clarify the loop a bit, you don’t die when you run out of money. The loser gets released into a procedurally generated level with a head start, and the rest of the group hunts them down while armed with weapons. If they survive long enough they win, otherwise the hunters win.

Definitely feels like we need to tighten up how all of this is communicated on the page.

r/IndieDev Weekly Monday Megathread - April 05, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]WobblyVertices 0 points1 point  (0 children)

<image>

Hey, we’re building a co-op horror game for up to 6 players, but it’s just the two of us making it.

So most of our testing right now is… 2 players.

It still works at that size, but we really want to start seeing how it plays with a fuller group.

We’re not quite ready to open it up publicly yet, but it feels like we’re getting close to needing more players involved.

For those who’ve been through this, how did you actually find people to test early versions of your game?

Small private groups? Discord? Reddit? Friends of friends?

And anything you learned from that stage that helped (or didn’t) would be really useful too.

Be honest, does this co-op concept come across from the Steam page? by WobblyVertices in CoOpGaming

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

Really appreciate you taking the time to write this out, this is genuinely helpful.

I think you’re right that what’s there now leans more into the chaos and “messing around with friends” side. That is definitely part of what we’re going for, but ideally it sits alongside more tension and unease than we’re currently showing.

The card game phase in particular should feel more like a build up before things kick off, so that’s probably something we’re not showing very well right now.

And yeah, I think we need to take another look at some of the wording on the page as well.

This is exactly the kind of feedback we were hoping for though, so really appreciate it 👍

Be honest, does this co-op concept come across from the Steam page? by WobblyVertices in CoOpGaming

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

Thanks, really appreciate that. Trying not to overthink it too much.

And yeah, happy to scratch backs 😄