Community Question!
What's one feature you wish more indie games would experiment with?
Share your thoughts in the comments
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Posts by G135
Our dev teams had a chance to host a game showcase yesterday, and it went really well! Seeing fresh players jump into our builds was awesome.
Altogether, we showcased 10 different games. Huge thank you to our G135 developers for all the amazing work!
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Reward pacing drives engagement. Should motivation come from steady reinforcement or rare drops/upgrades? Share your thoughts through this community question!
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You finish your move and earn a small reward. The next decision then appears instantly. You weren’t planning to keep playing- yet here we are..
Just one more turn.
What kind of game loop is this? Share your answer in the comments!
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Games like The Elder Scrolls V: Skyrim let you become wildly overpowered if you lean into the systems. It breaks the balance, but it also fulfills a certain fantasy.
Do you see that as a flaw, or as part of the experience? Share your thoughts!
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Do you like that little bit of help, or would you rather it be exact?
Share your thoughts with us!
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What makes a game world feel “alive” to you?
Comment your thoughts below!
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Stories can be directed or player-driven. Should impact come from author control or player agency?
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You’re leveling up, getting better gear, unlocking better skills- even earning reputation!
This isn’t just one progression track. Can you name this layered structure?
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In Dark Souls, failure means losing your souls… unless you make it back. That risk creates tension, but it also raises the stakes of every decision.
Where do you think the balance sits between meaningful risk and frustration?
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The best interfaces sometimes feel invisible. Health bars and menus should feel natural. Information should be placed exactly where your eyes already go. When UI provides support, the game breathes easier.
What’s a game interface that felt just right?
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Some games show you a shortcut early, but it’s locked. You see it, can’t use it, and move on. Then later, when it finally opens, it just clicks in a really satisfying way.
Do you like when games set that kind of thing up early?
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What game taught you something without you realizing you were being taught?
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Share your thoughts in today's Open Lobby community post!
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Should games guide players- or let them find their own way?
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You’re low on health
Things are starting to look bad
But then- suddenly, you begin to hit harder!
What kind of mechanic is this? Share your thoughts!
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In Monster Hunter: World, you repeat hunts again and again- but each run builds skill, gear, and understanding. It’s repetition, but it rarely feels empty.
When does a system cross the line from growth into just padding? Share your thoughts with us!
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Ever notice how music shifts just before a fight starts?
Games often cue audio slightly ahead of visible danger. This causes you to react before you consciously register what’s happening.
Which moments come to mind when you think about music shifting?
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What game world felt the most alive?
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You hit the button a split second too soon, just before the animation finishes- and yet the move still comes out. It feels smooth, like the game was ready for it. What system makes that possible?
Share your thoughts! Check in for tomorrow's answer.
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In XCOM: Enemy Unknown, every decision pulls you between caution and urgency. Move too far, you might trigger another enemy group. Move too slowly, and get punished.
Do you prefer strategy systems that pressure you or ones that let you take your time?
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Some levels teach you before you realize you’re learning. It can be subtle, a light placed near the objective or the path curves to guide you. Good spaces don’t shout- they invite.
What’s a level that felt intuitive the first time you experienced it?
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Can you think of a moment where tension was secretly doing technical work? Share your thoughts with us!
Audio credit: Before It All Falls Apart by Karl Lexvold
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What’s a small feature that instantly makes a game feel “polished” to you? Let us know your thoughts in the comments!
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What’s a small feature that instantly makes a game feel “polished” to you?
Audio credit: Before It All Falls Apart By Karl Lexvold
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Share your thoughts and discuss with the community!
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What reward structure is being described? Answer in the comments below! An answer will be uploaded tomorrow.
Can you answer it correctly?
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In Doom, standing still is dangerous. Health comes from aggressive finishers. The system doesn’t reward safety- it rewards forward motion. Move, engage, replenish, repeat.
Do you enjoy systems that demand momentum, or ones that you control the pace?
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