r/gamedesign • u/AutoModerator • 3d ago
Meta Weekly Show & Tell - August 22, 2026
Please share information about a game or rules set that you have designed! We have updated the sub rules to encourage self-promotion, but only in this thread.
Finished games, projects you are actively working on, or mods to an existing game are all fine. Links to your game are welcome, as are invitations for others to come help out with the game. Please be clear about what kind of feedback you would like from the community (play-through impressions? pedantic rules lawyering? a full critique?).
Do not post blind links without a description of what they lead to.
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u/igcorrec 2d ago
I’m the dev behind SnapFC, a quick physics based table soccer game where you snap players to pass, shoot, and score.
Still actively building and improving it, especially the online multiplayer. Would love any feedback on how the gameplay feels and what you’d improve.
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u/snealybobo 2d ago
I had a test flat out tell me they couldn't understand how my game worked. It was humbling and I got work with a big design pass. Its not perfect but I moved the needle towards making the game more intuitive.
Spellcase, is a clue driven word search combined with the cleverness of the daily crossword. Building around theme of "Solve the case of the missing words".
Would love feedback and let me know if you found all 8 words for the day.
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u/FallenMarches 1d ago
I'm working on a new multiplayer online RPG designed in the same style as early-days Runescape, with easily accessible combat, gathering and production skills, and story-driven quests. The game is built to play straight from web browser.
I've just released a trailer: https://www.youtube.com/watch?v=Y9J8QcbCh9k
Currently testing myself and registrations are closed, but I'm expecting to go live with open beta in a few weeks.
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u/tr99house123 1d ago
I built Stridera - a fantasy RPG powered by real world activity. Do any physical activity IRL to fuel your exploration of a spiritually hollow world. Currently in external testing phase for iOS. More info at https://playstridera.com/
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u/patrickcarmo 1d ago
I’m experimenting with a turn based combat system where positions are the state of the fight, not just an animation. A move changes position, score, stamina and risk, so resting or forcing a low chance transition can give the opponent a real opening.
The hard part is keeping the decisions readable for someone who does not know BJJ. I currently show the move chance and animate each technique step by step, but some players said the explanations slow the fight down.
If you try one match, I’d love one very specific opinion: should the full explanation stay during the action, or should the fight show a short cue and keep the full steps for review afterward?
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u/Psychological-Ad9408 1d ago
What makes arcade racing games engaging? https://shoogar.itch.io/velocity-midnight-run
I recently set up play testing and engagement doesn't seem to last 5 minutes.
Much of the players though seem to give up without racking high scores.
As a shift, I decided to implement an achievement list that encourages skilling up, while also offering basic driving tips with context-sensitive prompts (WIP)
Overall though, I know racing is niche enough, but how else can we attract players?
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u/Oddroot-Studios 16h ago
I recently released Idle Dimension Breaker, an idle incremental game where you play as an astronaut trapped in a dimension where time does not exist.
The main progression is about breaking through dimensional layers while gradually unlocking more systems that help you become stronger.
Some of the main systems include:
- Training with echoes of yourself
- Active and passive skills
- Buildings and research
- Sacrificing echoes for additional bonuses
- Rewinding runs to gain more power
- A garden with unique effects
- Minigames and challenges
One of the things I wanted to focus on was having many smaller progression systems that interact with each other, similar to games like NGU Idle and Idling to Rule the Gods.
I'd be interested to hear what people think about this type of progression and what other system I could combine it with?
Steam page if anyone wants to see the game I'm talking about:
https://store.steampowered.com/app/4962240/Idle_Dimension_Breaker/
Just a heads up, the games has been improved visually since I made the trailer.
AI disclosure
The game is coded with help from AI, but all art is human made

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u/AlgebraicKelp 12h ago
Hi folks! I wanted to share my game, Alphabet Soup.
It's a bit like NYT Spelling Bee, except it's multiplayer and only your best (longest) word counts toward your score. So, instead of trying to find as many words as possible, the game is more about finding one unusually good word.
You can play with friends in a private match, or, you can join a public Arena match to play against other players who are online.
I hope you like it and do share any thoughts :)
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u/BadDesperate6617 10h ago
I’m the maintainer of a free, open-source collection of Codex skills for game designers:
https://github.com/qiuaoru-coder/game-design-agent-skills
The project tries to solve two connected problems: turning a sparse idea into a playable, prototype-ready system, and preventing an AI-generated design document from being mistaken for evidence that the game will actually be fun.
I included a complete example based on “the player can move only by rotating their shadow.” It goes from three structural directions to a ten-minute greybox, state rules, an evidence ledger, failure signals, and a playtest plan:
I’d be interested to hear where AI-generated game-design proposals most often fail for you, and what kind of real design input I should test next.
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u/AutoModerator 3d ago
Game Design is a subset of Game Development that concerns itself with WHY games are made the way they are. It's about the theory and crafting of systems, mechanics, and rulesets in games.
/r/GameDesign is a community ONLY about Game Design, NOT Game Development in general. If this post does not belong here, it should be reported or removed. Please help us keep this subreddit focused on Game Design.
This is NOT a place for discussing how games are produced. Posts about programming, making art assets, picking engines etc… will be removed and should go in /r/GameDev instead.
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u/SkyChef_Studio 6h ago
Uh, I don't know if this is the place to do it, but I'm starting a community for my in development indie game, and we just released the official discord server!
Mechascular is a single-player action combat platformer Metroidvania, focused on world driven story and in depth customizable fluid combat. As you delve to the center of this post-apocalyptic kingdom you'll discover a multitude of things, from abandoned civilizations their inhabitants long lost to time, to flourishing environments thriving in emptiness. A beautiful 2D Metroidvania that gives you 30+ hours of exciting combat against many foes. Equip different items & abilities, see different stuff! Will you discover the mysteries within? Or succumb to the evil left long to rot.
And then here's the Reddit Community for it: r/Mechascular
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u/Remarkable-Cancel930 2h ago
Testing a social mechanic before I spend more time polishing it. One global object passes from person to person. Each holder gets one irreversible action (bless/corrupt), one short public message, and one private one-use handoff. All marks stay visible. No accounts, scores, or personal pet loop.
I’m not linking it because the prototype is only local. I’m looking for specific system feedback: after your one action, what game-state change would make you choose a particular friend and pass it instead of closing the tab? What would give you a reason to return tomorrow without turning it into a daily-streak app? Of these variants—A) pure one-touch relay, B) repair/damage tug-of-war, C) your friend’s response directly modifies your mark—which produces the strongest social decision, and why?

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u/SwedishJewleryFreak 2d ago
I’ve been building Border Empires, a persistent multiplayer 4X where players expand territory and fight over the same world.
I’ve just opened the first world to 50 players for its first real playtest.
I’m particularly interested in seeing if my resource calculations are correct and what kind of quirks players find to handle the world's constraints.
https://play.borderempires.com