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Feed the snake is my first experiment with Gaming Minimalism and I believe it to be some of my best work. Input is simple just click anywhere on the screen to drop a candy at that position. Your snake will quickly zip to that position and eat the candy. The objective is to maneuver your snake to keep the zombies as far away from the giant brain as possible.

I look forward to hearing everyone's option on this game.

What do you mean by upgrades? That might be the next step.

Heres a thought. Are you using the webcam for your videos in addition to the game. I think that interferes with it.


I made this game yesterday in a few hours:


I was wondering what people thought some good next steps for the project would be. I really like the core mechanics of the game but I don't want to over complicate it.

I considered adding audio as well as upgrades but I'm worried both would detract from the experience.

That's really weird. What version of the game were you playing? (MAC, PC, or PC Classic)

The older and mac versions of the game sometimes have issues detecting webcams but the newer PC one never does.

Can't wait to see it.

It's on the shorter side. One playthrough takes like 15 minutes.

Looks like this doesn't work in the itch app. Might want to fix that.


I have three games that would be good for your channel:


I have three games that would be good for your channel:


So I'm making the first major patch for my game Keyboard Kommander. The biggest issue with the game at the moment is the severe problems with how the camera behaves. The original intention behind the camera was to convey a sense of anxiety. With no control over the camera the player is at the mercy of the game to see when zombies are attacking them.

However users have reported that the current system makes it impossible to tell what's going on and takes away a lot of player agency by making it hard for them to see the zombies they want to attack.

Any suggestions for how to manage this camera would be appreciated.

It's been almost a year since the release of my game SYNC the first of it's kind. SYNC is a visual novel which you play by making various faces at your computer screen. The writing of the game hopes to make a statement through it's sense of character.

I worked really hard to produce this patch for my game SYNC. The following are the main improvements:

  1. The new User Interface has been streamlined into a series of icons which appear in the lower center of the screen instead of the top left.
  2. The game now prompts the player for an emotion after every single line of dialog.
  3. The petal on the first level now moves more naturally.
  4. The tutorial system was simplified and the calibration system was streamlined out.
  5. A number of bugs and usability issues were steamlined out.

Please tell me what you think:


Here's my portfolio:


I'm looking for an interesting project to work on. I can work full time until March and can work part time after that.

I'm particularly interested in Pure Data integration into Unity with Heavy.

I'd be willing to give it a proper review in exchange for a review of one of my games.

Lately I've been dusting off my old games and looking for ways to improve them.

The following are the games that I'm most interested in improving:

If anyone has time I would greatly appreciate people taking a look at these titles and providing me with feedback on any of these. I would be more than happy to provide credit where it's due for extensive feedback on my titles.

How did you do audio synthesis in browser? Is this heavy?


If you review my game SYNC I can send a link to Affectiva who will promote the video. I myself will share any videos you do on my games.

I have three games that would be good for your channel:

Interesting idea. Looking forward to seeing where you take it.


I have three games that would be good for your channel:


I have three games that would be good for your channel:


You're not going to find another game like this.

Here is my game soundcraft:


It's my first experiment using Audiovisual integration with Heavy and Pure data. I think it came out well and tested positively among my friends.

Hey, I sent you an email. Hope to hear back.

So my game SYNC is a college student indie game. It's won two awards and you play it by making faces into your webcam. Please review it:


So I'm trying out something a little bit weird for my next small project. Basically I want to make a positive feedback heavy game that relies on audio queues generated with procedural audio.

I want the fun of the game result from watching your civilization grow as you make decisions about which nodes in your civilization to consume at each step. I want reading audio queues to feed into the decision making process by having sound that gets more audible and has a faster beat when your near a node that will produce more workers when consumed.

What I have at the moment is a game where you can expand a growing civilization by hanging out in areas that produce the fastest beats with the highest volume. The game is divided into rounds at the end of which the node you are nearby detonate into particles. There are three types of particles:

Miners - which boost the productivity of existing nodes.

Settlers - which produce new nodes.

Defenders - which attack invaders which can destroy your civilization.

Nodes will also passively generate particles over time to. There are three types of nodes:

Town Centers - Which produce settlers.

Armories - Which produce defenders.

Mines - Which produce miners.

I don't know how I'm going to execute this and make it work. And I would really appreciate some advice on how to make this work. I've included a link to the latest build of the game if you want to see what I have so far.


I would really appreciate it if you could try out my game SYNC:


It's won two awards and it's a game you play with your face. If you did a review with the webcam set up so you can see your facial expressions I'm sure it would be a hit.

So I actually found out there was a little more to this.

1: My profile can't be searched.

2: My feed activity, which previously included all of my recent uploads is also empty.

What did you do to resolve this. Making sure I had zips for all my projects hasn't made them more visible.

I had a similar problem with all of my games which just started happening. Not sure what's up with it.

I tried searching for my games on another computer and was unable to find any of them.

Previously my title SYNC: Since You Never Came could be found as the 18th result when you search for dating simulators. Now even if you search by name nothing comes up.

I've been uploading game jam games lately so maybe itch thinks I'm spamming low quality games?

How do I fix this so people can find my games.

I agree. It kind of ruined the game for me.

Any interest in checking out my latest project: https://itch.io/t/43343/monstinder-full-demo-avail...

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The following is some feedback from one of the play testers. Still trying to make heads or tails of it:

My opinion is subjective tho

Games that I think people find fun/addictive have a motivation for the user to want to succeed:
Types of motivation:

  • Challenges that look/feel simple but actually hard so player is left feeling frustrated of their own failure and have a need to succeed next time to validate their expectations. People value intelligence/knowledge so games that challenge their strategic skills or whatever thinking thing is involved in their brain will want to succeed in a game that tests those skills. Tetris/Diner Dash/ over cooked/brain academy have a time limit that makes player feels their success and skill is based on how quickly they can complete a large number of tasks while also decision making and sacrifices on what would lead to a better result.

ex 1) Dating Sims/ANy simulations i find are the most fun/successful are the ones that have player options that (mostly)reflect on logical and expected output based on reality/real world and lets people test their skills on how well they can interact with the characters in the game. Give the player the illusion that they are slick and manipulative and understand people in a deeper level when they really are jsut talking to an anime girl and they probably read a walkthru to make the right choice.

ex 2) Pokemon GO people intend to play it for "childhood" but because it is a widespread popularity, respect and pride is associated with how high level you are, how many rare pokemon you have, and how hard u work because now your stats are visible by people. Its now a power thing.


  • Going back to Dating sims, there is a difference between Sakura Swim Club(SSC) and Clannad. SSC is ****. It has nice art and good colors but only reason to play is based on curiosity of the fan service. Anime is seen as unrealistic but if you give the characters realistic(somewhat) personalities or something that kinda reflects on the logic of the real world knowledge, it breaks the mentality that they are playing a dumb game and make them feel personally attached to this fake world that they can put themselves. (maybe escapism??) People find games to be emotional or hits them close because they can actually feel the gravity of what is happening in the game. Could be happy, sad, etc. Everyone finds the first 10 minutes of the movie "UP" is sad because we see the maincharacter's whole life and we understand how it caused a build up of why and how he became a sad old man (empathy).
    • FAN SERVICE/SATISFYING A SPECIFIC POPULATION OF PEOPLE -> People also want to play games because there is something that reflects on their own personal interests/pursuit (is fanservice the right word?) or intrigues them. Nintendogs is not challenge based, its made in the thought of people who would have an interests in pets, or keeping a dog. Dogs are cute. Make something blind people can play and find fun. Add characters that are not the typical troupe of what we see in most games. EVeryone knows representation is important but when you are actually not the group taht is being disregarded, you lose the emotional component to fully understand why and do not fully value it. Just know that people do cry and breakdown when they see themselves finally represented in something as simple as watching that seasame street video of loving your own naturally grown hair or that Fresh Off The Boat scene where you see the kid being made fun of for bringing ethnic food. (this is a breeze through cuz i don't want to over write but i can help u put yourselves in their shoes to feel a little bit of what they are getting at)
  • SUCK PEOPLE INTO YOUR GAME. People usually say reading is like a journey in your mind. Good writing takes a player into your game. Good Music/sound can draw you in and make you not feel like you are in the comfort of your own room, but actually in the game. People who get too scared in horror games turn down the music because it sets the atmosphere too much. People like to buy games for good art but it is based on their false expectation that good art == good game. The idea of Good art = good taste, good tastes = class/superiority, class/superioty = power, people are assholes. JUst t don't make a too unappealing game because people won't take it seriously because they are assholes. 28 days later and Abzu sucked me in and gave me feels from sound.

3) INTRIGUEMENT (idk if this is the same as personal attachment/interests):
Hot Date is a dating sim where u are going out with a dog. People are intrigued by the idea of why there is a dating sim with dogs.

  • CONTRADICTIONS -> Hatoful boyfriend dating sim was created as an april fools joke but people are so bewildered by dating pigeons. Also the mentality that pigeons are seen as dirty flying rats but then presented as a love interests(someone that we see the opposite of dirty rats) is contradicting. We see pigeons in a negative stigma therefore we do not acknowledge them as intelligent animals(which they are, doves are dumb) and as the game progresses, the plot becomes dark and the idea of animals we see as inferior are capable of deep thought capable of planned murder and personal trauma is ironic and is exceeding our expectations of what they are capable of. If you see people that talk about this game, you can tell they aren't talking in a serious tone, but they are laughing and smiling about how "weird" this game is despite how there is murder involved because they find the irony to be humorous.
  • GAMES THAT ARE SEEN AS UNIQUE AND ONE OF A KIND BECAUSE THEY ARE TRYING SOMETHING NEW THAT SEPERATES THEM FROM. Examples: Ghsot trick gameplay (just watch the IGN video) Everyone hopped on No Man's SKy because they thought the idea of a infinite universe was cool Games with a defined color palette and art style

Edit: she sent me a follow up message: so like I also forgot to add for the superior/validation thing is that thinking games are also mentally stimulating which is why they are fun. Straight out saying we only play things because we are conceited is too ***ish sounding and narrow-minded

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So I've been working on this game Monstinder for a few weeks now and it's nearing completion. I need to finish it by November 5th so I can enter it a Rensselaer Games Showcase, a game development competition on my campus.

Here is a link to the latest build:


The game is currently being developed in unity by myself (the programmer), Justin Beurgi the lead artist and Enrico Pattuci the supporting artist.

The core of the gameplay is a procedurally generated puzzle matching gameplay.

Here's the title scree, you can see that it's meant to be a bit minimalist.

Here's the character creation screen where the player makes there monster out of monster parts. I wanted to keep character customization as simple as possible which is why I streamlined it to three choices at a time.

This is the main gameplay screen where you find good matches for your monster. Basically the types your monster consists of has to not conflict with the types of your potential match for their to be a match. The key here is speed. As you get better and better you should be able to more quickly scan the types of the monsters and determine if they will be a good match or not.

Finally here is the tournament screen. At the end of each level you try to find true love. Here you must sort through all your accumulated matches to find out which one is the perfect fit. Again the goal here is simplicity so you only pick the best match out of two at each step until there is only left.

All the gameplay systems are in place so going forward I will be focusing on polishing and juicing the game as well as fixing a few bugs and adding new monster types.

I've been streaming development of this game alongside my other projects on my twitch channel: https://www.twitch.tv/keyboardkommander

I'm currently trying to settle a design dispute on one of my projects. The game is Monstinder which is a simple creature matching game. The game features a variety of creatures and we're not sure if we should add more or if we should add other mechanics.

For each creature added the game difficulty becomes exponentially harder as the player is required to remember the relations between each creature type. The interests would be represented by small token sprites that appear on top of the polaroids of the creatures.

One additional mechanic we are considering adding is interests. The idea being that each creature will have different interests and hobbies. If those interests align the creatures will be more likely to be a good match.

What I need to know for people who play my game more than 15 minutes:

1. How far did you get.

2. How much difficulty did you have keeping track of all the different creatures and how they relae.

3. Do you recommend we add more creature types.

4. Do you recommend we add interests to the game or keep the simple mechanics.

The build of the game can be found here:


Thanks for your help everyone!