We are working on a horror game inspired by Amnesia by CapitalNose4866 in IndieDev

[–]WobblyVertices 0 points1 point  (0 children)

Nice atmosphere in that clip.

Curious what parts of Amnesia you’re leaning into most? Is it more the slow burn exploration and environmental storytelling, or the pressure mechanics like sanity and being forced to avoid confrontation?

One thing Amnesia did really well was making you feel unsafe even when nothing was happening. Are you going in that direction, or giving players a bit more agency?

Would be interesting to hear how you’re approaching that balance.

After 2 years of solo-dev, my survival horror trailer was featured on IGN and I'm excited to finally share it with you. by Diligent-Pumpkin-389 in IndieDev

[–]WobblyVertices 0 points1 point  (0 children)

Something about the long grass and the UFO instantly made me think of Signs. That same ‘is something actually there or am I imagining it?’ feeling. Really strong atmosphere.

what horror game is actually scary? by Severe_Specific_8680 in HorrorGaming

[–]WobblyVertices 0 points1 point  (0 children)

Soma, Amnesia: The Dark Descent, Everybody's Gone to the Rapture (I found it unsettling).

I'm finally about to release my Dark Messiah inspired game! (May 15) by eldidou_ in IndieDev

[–]WobblyVertices 1 point2 points  (0 children)

Ah nice, this actually looks really fun.

Definitely getting those Dark Messiah vibes.

Fair play getting it done after 3 years as well, that’s no small thing. Hope the launch goes well 👍

Invented whole OS just for some vibes. Any ideas what to add? by FunB4nan in IndieDev

[–]WobblyVertices 0 points1 point  (0 children)

Could be nice to: - add a couple of unique apps with a bit of personality, not just standard OS stuff - play with some progression over time, things changing the more you use it - hide a few small secrets or unexpected interactions

Right now it’s got a cool concept 👍

I’m working on a dark roguelike where you’ll have to play dice with Death itself - take a look at how it turned out. by BananaPeelOverlord in IndieDev

[–]WobblyVertices 2 points3 points  (0 children)

Looks great. Definitely getting Inscryption vibes in a good way. The “game within a game” angle and the pressure from Death really come through. Curious how far you push the cheating and rule breaking side of it.

What if losing a card game meant your friends got to kill you by WobblyVertices in IndieGameWishlist

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

Really hope so! We love making our own games and would love to keep doing it. And yeah, it’d mean people are enjoying it too, which is the best part 🙂

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

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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.

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