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hztron
Creator of
Recent community posts
https://hztron.itch.io/neon-dealer-high-heat-hustle
Thank you to everyone who played the latest update of Neon Dealer and shared feedback.
It is very useful to see how different players approach the game, which cards they use, how long they survive, and what feels too easy or too hard.
What I learned
- Some players prefer safer strategies and low Heat runs
- Others take more risks and push for higher rewards
- Certain cards feel stronger than expected
- Balance can still be improved for better variety
Why feedback matters
As a solo developer, real player feedback is one of the most valuable parts of development. It helps improve the game faster and shows what should be changed next.
What comes next
I will continue adjusting balance, polishing the experience, and improving the overall flow of runs.
Thanks again for trying the game and helping shape Neon Dealer.
https://hztron.itch.io/neon-dealer-high-heat-hustle
A new update for Neon Dealer is live.
This patch focuses on improving gameplay balance and polishing some visual elements.
What changed
- Rebalanced several cards for better risk/reward decisions
- Adjusted some values to create more meaningful choices during runs
- Minor visual improvements and UI polish
- General cleanup and small fixes
Goal of this update
The main objective was to make runs feel more dynamic and strategic while improving the overall presentation of the game.
Feedback Welcome
This is still an alpha version, and your feedback helps shape the project. If you try the new build, feel free to share your thoughts.
Thanks for playing Neon Dealer.
Hello,
I published my game "Neon Dealer: High Heat Hustle" over two weeks ago, but it still does not appear in itch.io search results.
The project page is fully completed and includes a playable WebGL build, proper tags, screenshots, and public visibility. I have also contacted support and received a ticket, which has now been pending for more than a week without any response.
I understand that manual review can take time, but it would be very helpful if itch.io could provide clearer communication or estimated timelines for indexing. At the moment, it’s difficult to know whether the game is still under review or if there is an issue that requires my attention.
Could someone please confirm the status of the indexing process or advise on any additional steps I should take?
Game link:
https://hztron.itch.io/neon-dealer-high-heat-hustle
Thank you for your time and assistance.


I just released an early alpha of my game:
Neon Dealer: Risk & Profit
It’s a cyberpunk deckbuilder where every card is a deal: you earn credits — but you also increase your Heat.
The longer you stay, the more you make.
But if you push too far… you lose everything.
The whole game is built around one moment:
You look at your hand. You know you should stop. And you still play one more card.
Playable in browser: https://hztron.itch.io/neon-dealer-alphav001
Current features:
- 30+ cards
- short runs (8–15 minutes)
- risk vs reward core loop
- instant play (no download)
This is an early alpha focused on the core feeling: greed vs survival.
If you try it, I’d love to know:
- when you decided to cash out
- when you lost everything
- and if it felt fair
If you want to support development:
More content and bigger projects will follow depending on support.
Thanks for checking it out.
Thanks a lot, really appreciate this!
Yeah, you’re absolutely right about the spacing — the UI is still very tight, especially since it was designed desktop-first and doesn’t adapt well yet.
I’m already planning to rework the layout to give more breathing room and make everything easier to read and focus on.
Really glad you liked the core idea and the overall feel — that means a lot at this stage.
Thanks again for taking the time to play and write this!
This build is focused on one thing: the core loop of risk vs reward.
Now I need feedback to shape the next steps.
🎯 What I’m trying to test
- Does the “one more deal” feeling work?
- Do you feel tension when Heat rises?
- Is the decision to cash out clear?
💬 What I need from you
If you play the game, tell me:
- When did you lose your run?
- Did it feel fair or frustrating?
- Did you understand why it happened?
🧠 About the design
The game is not about building the perfect deck.
It’s about:
- pushing your luck
- reading risk
- knowing when to stop
If you lost because you got greedy — that’s intended.
If you lost and didn’t understand why — that’s a problem.
⚠️ Current issues
- Mobile UI doesn’t fully fit on some screens
- Balance is still rough
- Feedback clarity (Heat / danger) can be improved
💡 Ideas I’m considering
- clearer danger indicators
- more ways to control Heat
- stronger card synergies
- better onboarding
🧪 Early alpha
This is an early build focused on the core gameplay.
Your feedback directly affects:
- balance
- mechanics
- future content
☕ Support
If you want to support development:
Neon Dealer: Risk & Profit is built as a small, focused system-first game.
The goal is simple: make every decision feel risky and meaningful.
🎯 Design goal
The game is not about complex systems.
It’s about one core tension:
stay longer → earn more → risk everything
Everything in the game supports this loop.
🧠 Core systems
The project is built around a few simple systems:
- Deck system — draw / discard / reshuffle
- Heat system — tracks risk
- Incident system — punishes greed
- Economy system — credits and cash out
- Card resolver — applies effects
Each system is small, but together they create pressure.
🔁 Game loop
- draw cards
- play deals
- increase Heat
- risk grows
- decide: cash out or continue
If you push too far → you lose the run.
🧩 Data-driven approach
Cards are fully data-driven.
Each card has:
- type (Deal / Cover / Bribe / Utility / Boost)
- effects
- rarity
This makes it easy to:
- add new cards
- balance numbers
- test ideas quickly
🎮 Why WebGL
The game runs in browser:
- no install
- instant play
- easy to share
This matches the design: short runs, fast sessions, quick retries.
📱 Current issue: mobile UI
Right now the UI is desktop-first.
On some mobile devices (20:9 screens):
- cards don’t fully fit
- HUD takes too much space
Fixing mobile layout is the next step.
⚙️ Development approach
The project is built in small steps:
- implement one system
- test
- fix
- move forward
No overengineering. No big rewrites.
🧪 Current state
- playable alpha
- full core loop
- 30+ cards
- WebGL build
The focus is still on feel, not content.
🔜 Next steps
- mobile UI fixes
- better onboarding
- more cards
- clearer feedback (Heat / danger)
💬 Feedback
If you play the game:
What made you lose the run?
That’s the most important signal.
☕ Support
If you want to support development:
https://hztron.itch.io/pressbutton
Recently I released a small experimental project called PressButton. The core idea is extremely simple: the player is given a single action — pressing a button — and nothing more.
At first glance, this might seem pointless or even boring. There are no traditional mechanics, no clear goals, and no progression system in the usual sense. But that was exactly the point. I wanted to explore how far a minimal interaction could go in terms of player engagement.
What surprised me during development is how quickly a simple action can turn into something meaningful if you frame it correctly. Players tend to create their own expectations. Even with something as basic as a button, they start asking questions: “Why am I still clicking?”, “Is something going to happen?”, or “Did I miss something?”
https://ko-fi.com/hztronsworld
This kind of curiosity becomes the actual gameplay loop.
Instead of building complexity through systems, I tried to build tension through repetition and subtle change. The idea was not to overwhelm the player with content, but to make them reflect on their own behavior while interacting with the game.
Of course, this approach comes with limitations. Without a strong hook or clear payoff, many players will simply leave. Minimalism is a risky direction — it relies heavily on atmosphere and psychological engagement rather than mechanics.
Still, I think projects like this are valuable, especially for solo developers. They allow you to test ideas quickly, understand player behavior, and experiment without spending months on production.
For me, PressButton is not a finished product, but a step toward a larger goal. I’m currently working on a cyberpunk-themed deckbuilder, and this small experiment helped me better understand how to create engagement with limited resources.
If you’re a developer, I’d be interested to hear your thoughts: How far do you think minimal mechanics can go before players lose interest?

