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jxnhalam

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A member registered Apr 28, 2025 · View creator page →

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Hello everyone,

This is my fourth game idea, and I would really appreciate some honest feedback from developers and players.

Project page:
https://jxnhalam.itch.io/accessible-war-royale-public-game-concept

Accessible War Royale is a public battle royale game concept designed for players who may experience poor eyesight, dizziness, motion sickness, or difficulty understanding complex 3D environments.

The main idea is to add optional visual guidance systems, such as:

  • Directional lines connecting the minimap to important locations in the 3D world.
  • Clear descriptions such as “behind the rock” or “inside the smoke.”
  • Simplified visual information during combat.
  • Accessibility features available to every player, not only selected users.
  • Some guidance systems could be disabled during the final circle or Top 10 to maintain competitive tension.

This is currently a game design concept, not a finished game. I am trying to understand whether these systems would genuinely help players or accidentally create unfair advantages.

I am specifically looking for feedback about:

  1. Would these accessibility features make a battle royale easier to understand?
  2. Which features could negatively affect competitive balance?
  3. Should accessibility guidance remain active during the final circle?
  4. Is the concept explained clearly enough on the project page?
  5. What should I simplify, remove, or develop further?

Honest criticism is welcome. I am not only looking for encouragement—I want to identify weaknesses in the idea before developing it further.

Thank you for reading and sharing your thoughts.

Hi everyone!

I am currently developing a game concept called My Sister’s Farm.

Project page:

https://jxnhalam.itch.io/my-sisters-farm

My Sister’s Farm is a cozy, day-based fantasy farming and management game being designed with Godot 4.

The player begins with a small farm on a magical archipelago. The basic gameplay loop is:

Prepare the soil → plant seeds → water crops → advance the day → harvest → sell → improve the farm.

As the farm develops, players can raise animals, hatch dragons, craft food and medicine, unlock new facilities, and explore islands that introduce different gameplay systems.

Some planned islands include:

- Dragon Island for eggs, incubation, and major progression

- Plant Island for herbs, medicine, and alchemy

- Monster Island for light automation

- Ice Island for preservation and cold storage

- Volcanic Island for faster crafting and incubation

- Snake Island for poison plants and disease resistance

Animals and dragons are intended to provide useful abilities rather than simply generating unlimited money. They may help with watering, crop growth, preservation, crafting, disease protection, or reducing repetitive actions.

The project is currently in the design and early development stage. The itch.io download contains the Game Design Document and concept materials. There is no playable build yet.

I would especially appreciate feedback on these questions:

1. Does the main farming and progression loop sound clear and interesting?

2. Do the different islands feel meaningfully different?

3. Would collecting animals and dragons motivate you to continue playing?

4. Does the day-based system sound more appealing than real-time waiting?

5. Which feature would you prioritize for the first playable prototype?

6. Is the overall project scope too large for an early indie project?

I am also open to feedback about the interface concept, economy, progression, and visual direction.

Thank you for taking the time to read about the project!


Hi everyone,

I am currently developing a game concept called Shadow Strike.

Project page:

https://jxnhalam.itch.io/shadow-strike

Shadow Strike is a dark neon fantasy 2D action RPG that combines AFK progression, skill collection, custom combo building, and real-time platform PvP.

The main gameplay systems currently planned are:

- AFK progression and automatic PvE combat

- Skill gacha and skill collection

- Custom skill loadouts and combo synergies

- A Forge system for upgrading skills

- Training Dummy Mode for testing damage, DPS, and combos

- Real-time 2D PvP with jumping, dodging, and air-dashing

- Three-layer platform arenas

The current download is not yet a playable prototype. It contains the game design document, concept direction, and visual mockup screenshots.

I am specifically looking for feedback on these questions:

1. Does combining AFK progression with skill-based real-time PvP sound interesting, or does it feel like two different games?

2. Is the skill collection, loadout, combo, and Forge progression loop clear enough?

3. Would a Training Dummy Mode focused on DPS testing and combo experimentation be useful and enjoyable?

4. Which system should I prototype first: the AFK battle, Training Dummy Mode, skill loadout system, or platform PvP?

5. Are there any major problems or risks you can already see in this concept?

Please feel free to be direct. I would rather discover the weaknesses of the idea early than build too much in the wrong direction.

Thank you for reading and for any feedback.

Hi! Thank you for pointing out the broken link and for asking this question.

Yes, defeating the boss is the shared objective, but defeating it as quickly as possible is not the main purpose of the game.

The boss is intended to be a social gathering point.

I want players to spend time together, talk, cooperate, joke around, create small conflicts, and react to one another. Some players may choose to help, while others may heal the boss simply because they enjoy creating chaos.

That choice is part of the experience.

The troll player is not necessarily “playing incorrectly.” They are creating another challenge for the community. The other players must communicate, adapt, use counter-skills, and continue working together despite the disruption.

The goal is not:

“Everyone spam attacks, kill the boss quickly, collect rewards, and immediately move to the next stage.”

The goal is:

“Can this group of strangers stay together, interact, and eventually overcome the boss—even when some members decide to troll them?”

Boss healing and other troll abilities would still need limits so that victory remains possible. However, I do not want to remove the freedom to troll entirely, because the unpredictable player behavior is an important part of the game’s identity.

The boss provides the challenge, but the players create the story.

Your comment helped me realize that the current project description focuses too much on defeating the boss and not enough on the social experience I actually want to create. I will clarify that. Thank you!

Welcome to the ONE DAMAGE BOSS community.

(3 edits)

Hello everyone,

I am developing an early multiplayer game concept called ONE DAMAGE BOSS.

The central rule is simple: every player deals exactly 1 damage per valid attack. No individual can defeat the boss alone, so the entire community must work together.

The concept also includes controlled troll skills that can heal the boss, protect it, stun players, or summon mini-bosses. Every troll mechanic has limits and community counterplay.

This is currently a public GDD and visual concept, not yet a playable build.

Project page:

https://jxnhalam.itch.io/one-damage-boss-public-game-concept

I would appreciate feedback on the core mechanic, multiplayer structure, boss phases, and whether the troll system sounds entertaining or frustrating.

Welcome to the ONE DAMAGE BOSS community.

This is an early public game concept where every player deals exactly 1 damage to a shared world boss.

Please share your feedback about the core gameplay, boss mechanics, support skills, troll abilities, multiplayer structure, and anything you would like to see in a future prototype.

Welcome to the Accessible War Royale / War Assist Battle community.

This project is currently a public game concept and GDD stage project. There is no playable build yet.

The goal is to explore a clearer, fairer, mobile-first battle royale concept built around readable combat information and accessibility.

Core idea:

  • Directional Line Assist shows approximate enemy direction, not exact position.
  • Smoke assist only shows that an enemy is inside the smoke zone.
  • Cover assist only shows that an enemy is behind a rock, wall, or building.
  • The system does not show enemy body outlines, hitboxes, or exact hidden locations.
  • When the match reaches Top 10 or the final circle, enemy assist is disabled so the final fight is decided by skill.

I am looking for people interested in discussing or helping with the prototype:

  • Gameplay programmers
  • Unreal Engine / Unity / Godot developers
  • UI/UX designers
  • 2D/3D artists
  • Multiplayer developers
  • Testers
  • Small partners or investors

The first goal is not to build a huge game immediately. The first goal is a small playable prototype with one test map, bots, smoke, cover, Directional Line Assist, and Final Phase Assist Shutdown.

Feel free to share feedback, questions, ideas, or interest in helping.

Prototype first. Then scale.