Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

DeUna Studio

20
Posts
1
Topics
1
Followers
A member registered 3 days ago · View creator page →

Creator of

Recent community posts

small weekend challenge for anyone in the test: clear a level flawless or just see how deep you can get, then drop a screenshot in our discord https://discord.com/invite/z92AHAgzWS

not in yet? the android closed test is free, join the group first https://groups.google.com/g/beacon-breakers-alpha-testers and then opt in here https://play.google.com/apps/testing/com.beaconbreakers.game

havent jumped in yet but shadows stealing gold at night is basically your economy check and difficulty curve in one. does it tell you before dusk how much you need in the purse, or do most people find out the hard way on night one?

page says your light shrinks as you walk so i'm guessing thats the main cue? if the oil count sits right next to wich ever button spends it, i think people would connect light and money way faster in that first minute

havent played a full year yet, but from the page the 3.2x summer toll is basically the whole reason to hold water. is that on the gauge or only in the help? if its only in help i bet first timers set the line low in spring and then summer runs dry on them

havent tried a match yet but houses feeding both army cap and mana sounds like where the real choices are. are the 4 spell cards locked all match? a quick preview of each in the lobby would help alot

havent played a contract yet but the page explains the three crowns well. one thing id call out early is that beauty attracts settlers, otherwise people will skip flowers and lanterns thinking theyre just cosmetic

havent dueled yet but the how to play on the page is really clear. if the flame timing and flick vs drag stuff isnt on the first death screen too, id add a one liner there

havent run a week yet but guest progress only lives in the tab, so closing it looks the same as quitting. might be worth asking people if they closed the tab or actually got stuck

havent jumped in yet but sounds like the EN/FR switch is easy to miss, stonefox hit it too. maybe a small toggle by the play button or just default to the browser language?

havent jumped into arena yet but the card draw on kills plus the bounty sounds fun. might put the webgpu / chrome or edge note right under the play button, safari folks could get a rough first load otherwise

circuit board TD is a cool idea. havent tried this build yet but the how to play reads clear for mouse, if mobile matters a quick line on tap vs hover would help

Page-reading only, not a playtest, so please log it separately: the paper instructions (print pages 1–4, keep 5–6 aside) are very clear. One thing I'd wonder as a new player is whether the three desks can be done in any order, so a one-line note on that could help.

We haven't played it yet, so this is page-side only: the controls list is clear, and since it runs on phones too, a line about touch controls (drag to steer, and how thrust/boost work on touch) would set expectations for mobile players. The Moon-to-Neptune race pitch is a great hook.

Appreciate you asking, Socks109. I'm focused on finishing Beacon Breakers right now, so I can't join Animalier Worldo as a teammate or help recruit for an unpaid co-dev project. When you have a playable build on itch, start a Get Feedback topic and drop the link here, and I'll leave honest notes the same way I do for other Android games. Keep shipping tiny experiments in Godot or Scratch; that path will get you collaborators faster than cold asks. Happy to keep chatting on the public boards.

Thanks for the kind words, Socks109! Nice start with Python, Lua and HTML. A good next step is to pick one free engine and finish a tiny game, like Pong or a one-room platformer. Scratch or Godot are great for that, and you can share it here on itch.io for feedback. I'd keep chats about teaming up here on the public boards rather than in private messages or apps.

Hi! I'm Evelio from DeUna Studio. Beacon Breakers is a merge tower-defense game for Android. You put Troopers, Snipers and Shields on a 5x4 grid and merge matching units to level them up. Then you hold the fortress wall and gate tower against 6 to 10 waves per level. The campaign goes from Sunny Beach to snowy maps and a neon night map.

itch page (screenshots + how to join): https://deunastudio.itch.io/beacon-breakers-merge-defense


It's in a Google Play closed test, so joining takes 3 steps (Google group, then opt in, then install from Play). The steps are on the page.

10 to 15 minutes is plenty. I'd most like to know:

1. Does the difficulty curve feel fair over the first few levels?

2. Is any unit (Trooper, Sniper, Shield) useless or overpowered?

3. Where did you get bored or stop?

4. The shop has gems, chests (drop rates are listed) and a Lucky Spin. Does any of it feel pushy?

Happy to swap: link your game below and I'll play it and give honest notes. I'll post updates in this topic.

Getting a first game out after learning Godot from scratch is a real achievement — cozy idle creature collecting is a genre with a loyal audience, so it's worth exploring. To figure out if it's worth six more months, I'd pick the one loop that's fun (hatch, then collect, then ?) and polish just that into a 10-minute slice, then see if testers come back for a second session. For the page: right now there's no description of what you actually do, and no screenshots — add 3–4 images and a 2-line pitch ("Hatch eggs, collect X creatures, build your Y") and you'll get far more useful feedback. Also tell testers what you want to know (is hatching satisfying? do they want more creatures?).

If you want a swap, I'm testing a merge tower-defense on Android: https://deunastudio.itch.io/beacon-breakers-merge-defense

Running a ludus instead of a single fighter is a strong angle, and permadeath + finances gives choices real weight. Since you're asking about recruitment: what usually makes a market readable is being able to compare two fighters side by side with the deltas highlighted, plus a one-line "role" label (tank, duelist, crowd-pleaser) so new players don't have to decode raw stats. For "is it clear what to do at start," a 3-step first-day goal (buy one fighter, then train, then enter first fight) would help. Small page note: the page is pretty minimal — a couple of screenshots of the market and a fight result would let people know what they're getting into before clicking play.

If you're into strategy/defense, I'd gladly swap: https://deunastudio.itch.io/beacon-breakers-merge-defense

Fellow mobile dev here. Some thoughts from the page and the thread: "parasite inside a dead colossus" is a great hook, and the tag set (twin-stick, touch-friendly, roguelite) sells it fast. On your stick question: on landscape phones floating sticks that re-center wherever the thumb lands usually fix "losing the stick" far better than fixed ones — if yours are fixed, that's the first thing I'd A/B. For boss readability, a ground telegraph (tinted zone) plus a ~0.5s wind-up tends to read better on small screens than particle tells alone. One page note: the thread says 0.6.18 but the page is 0.6.20 — worth syncing so testers know which build to report on.

If you ever want a mobile swap, I'm running a closed test for a merge tower-defense: https://deunastudio.itch.io/beacon-breakers-merge-defense

The structural stuff is well covered above, so just a player-facing angle: the shared-move premise is a nice clean pitch, and it's lovely that you show the optimal route after a clear. The one thing several replies converge on is that harbour 1 needs the shore trick while its tip only says the boats move together. I'd make harbour 1's tip literally say "park one boat against the edge," and maybe flash the held boat briefly when it doesn't move — that visual cue would also soften the "opposite arrow isn't an undo" surprise.

Happy to swap notes if you like strategy on mobile: https://deunastudio.itch.io/beacon-breakers-merge-defense