Hey, I've been working on a fast-paced arcade shooter of sorts. It's like Geometry Wars meets Node Buster. You have two actions: shoot or dash. Both need to recharge after use, so the game is about knowing when to shoot and when to dash. Shooting or dashing into enemies destroys them, after which they'll drop orbs. Shooting or dashing into orbs collects them to increase your score and accumulate points you can use to upgrade the effects of shooting and dashing abilities, like the impact radius and other useful abilities.
DanielDevs
u/DanielDevs
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I'm working on game where you work at, and eventually manage, your own fast-food restaurant
v.redd.it/p083mp31r7jd1Hey everyone,
I'm the developer of Burger Flipper, a fast-food restaurant simulator.
Steam Page and Trailer: https://store.steampowered.com/app/3140430
So, back in high school, I worked concessions for nearby college sporting events. It was probably the best job I ever had. Low stakes, working with my best friends, and enough money to buy games. Flash forward 20 something years, and it feels like the perfect experience to pull inspiration from for a light-hearted but de
Hey everyone,
I'm the developer of Burger Flipper, a fast-food restaurant simulator. So, back in high school, I worked concessions for nearby college sporting events. It was probably the best job I ever had. Low stakes, working with my best friends, and enough money to buy games. Flash forward 20 something years, and it feels like the perfect experience to pull inspiration from for a light-hearted but deep game.
It's a management simulator, so you know what to expect. You'll take customer orders, cook and prepare the meals, and clean up the messes customers (and you) make throughout
I'm making a fast-food simulation and management game (Burger Flipper). Any suggestions?
v.redd.it/5rakkqaqrfhd1Just started work on a fast food restaurant simulation and management game, Burger Flipper
v.redd.it/rja56sgynfhd1If I read one more headline about a game publisher or company wanting to shift focus to player retention or engagement over the lifetime of a player, I'm going to puke.
I see the text, but all I read is "live service", "lifetime revenue", "micro transactions", "$$$".
Let's just keep the focus on making an awesome game and let everything else follow from that.
Hi everyone at r/speedrun
I just released a game on Steam called Parkour Legends: https://store.steampowered.com/app/2115130
First, a very quick summary for context: think Super Meat Boy + Olli Olli or Celeste with parkour. Ok, that should suffice.
I genuinely believe it's a game you'll appreciate. There are many nuanced mechanics related to various moves you can do throughout the levels, how they affect temporary speed boosts, and usually several routes and sometimes even shortcuts you can find throughout the levels. Of course there are leaderboards, but as I developed the game, I already noticed some people posting speed runs of the dem


