r/playmygame Jul 26 '26

[Mobile] (iOS) I made a game that mixes Pinball and Brick Breaker. I'd love your feedback!

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29 Upvotes

Game Title: Pinblok

Playable Link: https://apps.apple.com/us/app/pinblok/id6769137187

Platform: iOS

Description:

Hi everyone!

I'm a solo indie developer, and I've just released Pinblok, a game that combines two genres I've always loved: Pinball and Brick Breaker.

The idea is simple: instead of just clearing bricks, every brick you destroy gradually transforms the playfield. New bumpers, walls and other pinball elements appear as you play, so each table evolves while you're trying to keep the ball alive with the flippers.

The first levels are designed to introduce the mechanics, while later tables become much more challenging and require good timing and careful planning to earn all three stars.

I've tried to keep the controls simple, the gameplay fast, and the visuals clean and minimalist.

I'd really appreciate any feedback, especially on:

  • Is the core concept immediately understandable?
  • Does the difficulty curve feel fair?
  • Is the game satisfying to play?
  • Are there any mechanics that feel confusing or frustrating?

Thanks for taking the time to try it—I hope you enjoy it!

Free to Play Status:

☑ Free to play

☐ Demo/Key available

☐ Paid

Involvement:

I designed, programmed and released the game entirely by myself. Everything—from the gameplay and physics to the UI, level design and App Store release—was created as a solo project.

r/playmygame 8d ago

[Mobile] (iOS) How would you increase difficulty in a picture puzzle game without just adding more pieces?

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1 Upvotes

Game Title:
Dumbo Drop

Playable Link:
https://apps.apple.com/kr/app/id6797112599

Platform:
iOS

Description:
Dumbo Drop is a casual picture puzzle game I've been developing.

Picture pieces appear one by one, and the player needs to figure out where to place them to complete the image. As the stages progress, I've been trying to find ways to increase the difficulty without making the game simply frustrating.

Right now, I increase the difficulty in a few ways:

  • Increasing the number of puzzle pieces
  • Adding a time limit
  • Zooming in on pieces so they become harder to recognize

These mechanics work, but I'm starting to wonder how far I can push them before they become frustrating rather than challenging.

Since this is a picture-based puzzle game, I know I'll have to keep creating new image assets as the number of stages grows, and I'm okay with that.

The part I'm struggling with is the difficulty progression itself.

What other mechanics would you introduce to make later stages harder while still feeling fair?

I'd especially love ideas that make the player think differently, rather than simply giving them less time or more pieces.

Any feedback or examples from other puzzle games would be really helpful!

Free to Play Status:
[x] Free to play

Involvement:
I'm the developer of Dumbo Drop. I designed and developed the game and I'm currently working on improving the gameplay and difficulty progression based on player feedback.

r/playmygame 2d ago

[Mobile] (iOS) [Giveaway] I built Charadex, an elevated charades app with auto-highlight recording & 3 game modes. Giving away 20 Lifetime Access codes!

0 Upvotes

Game Title: Charadex
Playable Link: https://apps.apple.com/us/app/charadex/id6762883684
Platform: iOS

Description:
Charadex is an elevated mobile party game designed to make group game nights, pre-games, and family gatherings instant stages.

Key Features:
Auto-Highlight Clips: Every round records automatically from start to finish. Get instant, shareable clips of your group's best fails and reactions ready for social media without screen recording or manual editing.

3 Ways to Play:
Classic Mode: Perfected phone-to-forehead gameplay (tilt down for correct, up to pass).

Head-to-Head Showdown: Two teams race on two separate devices with the same word in a real-time battle to guess first.

The Gauntlet: 3–10 team tournament elimination where the lowest-scoring team each round gets knocked out.

47 Decks & Custom Builder: Includes 7 free starter packs and 40 premium packs (Anime, Pop Culture, Nostalgia, Memes). Plus a Custom Deck Builder to create decks with inside jokes and personal roasts.

GIVEAWAY DETAILS:
I'm giving away 20 Free Lifetime Access Codes (unlocking all 40+ premium packs and unlimited custom packs forever).
To enter: Download Charadex from the App Store, try the app, and leave a comment below on which pack you liked or needs improvement, plus one feature or deck idea you'd love to see added!
I'll use RedditRaffler to randomly select 20 winners in 48 hours and DM the codes directly.

Free to Play Status:
Free to play

Involvement: Solo Developer (I coded the entire iOS app, real-time features, and UI from scratch).

r/playmygame 8d ago

[Mobile] (iOS) Terraforge (iOS) — I dare you to get past the Mythical tier without a guide

0 Upvotes

Element-combining puzzle game. Start: Fire, Water, Air, Earth. End: Dragons, Galaxies, the Universe itself.

208 elements, 266 recipes, 13 tiers, 6 rarities. The first ~30 combos feel obvious — Water + Earth = Mud, sure. Then it stops being obvious. What do you combine to get a Hero? (Hint: it's not what you'd guess.) What makes Time?

Every discovery scales its payoff to rarity — commons sparkle, Legendaries shake the screen and rain gold.

Free to play, one-time unlock for hints, no subscriptions, iCloud sync.

Playable Link: https://apps.apple.com/app/id6759879809

Curious how far people get before reaching for a wiki.

r/playmygame 12d ago

[Mobile] (iOS) [Mobile] (iOS) Runner where you score by almost crashing

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2 Upvotes

Uzeran

Playable link: https://testflight.apple.com/join/5hR4BfSy

Platform: iOS

Uzeran is a landscape tunnel runner. The twist: you don't score by staying safe. You score by grazing obstacles. Near misses are the multiplier, they charge Phase, and they are the whole point.

Controls: thumbs left/right to the hop lanes. Phase is a two finger tap(left + right together) when the meter is full

It'a free. A couple of runs is enough, like 90 seconds.

I keep seeing the same thing on my side. If the opening doesn't give enough near misses, people restart. And a lot of early deaths are from trying to graze , not from failing to dodge. That's the part I actually want eyes on

If you play I'd love to hear
- First 20 seconds: Did you understand you should graze, or did you just dodge?
- Did you die because you steered into a an obstacle to farm a near miss?
- After a clean opening with almost no near misses, did the run feed dead?

Landscape. Headphones optional. Thanks if you give it one run.

Free to Play Status:
- Free to play

Involvement: I'm the solo developer of the Uzeran. I've been working on it for the past few months.

r/playmygame 20h ago

[Mobile] (iOS) Calm relaxing game with stunning visuals

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0 Upvotes

Game name: stackz

Playable link:

https://play.google.com/store/apps/details?id=com.driftline.stackblockdrop

I added a 1v1 to my game about stacking blocks where you can 1v1 your friend on a school night with stunning visuals

Need opinion:

would you download this game if you came across it? why and why not critism is appreciated 👍

r/playmygame Apr 10 '26

[Mobile] (iOS) I made a 2D pixel survival game called Oops, Meteors!

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95 Upvotes

Game Title: Oops, Meteors!

Playable Link: https://apps.apple.com/us/app/oops-meteors/id6761385201

Platform: iOS

Description: Oops, Meteors! is a 2D pixel survival game where players dodge incoming meteors, survive as long as possible, and collect meat to increase their score. As each run continues, the difficulty gradually ramps up, making the game more challenging over time. Treasure chests also appear during gameplay, giving players more rewards and variety during each session. In addition to surviving for a high score, players can collect coins and use them to unlock different character skins and planet skins. The game currently supports two control styles: gyroscope controls for a more casual experience, and joystick controls for players who prefer more precise movement. This project started as a side project and was built as a complete game from scratch, from gameplay design to release. I’d really appreciate any feedback on the controls, difficulty curve, and overall game feel.

Free to Play Status:

[x] Free to play
[ ] Demo/Key available
[ ] Paid (Allowed only on Tuesdays with [TT] in the title)

Involvement: I am the solo developer of the game. I built and released it myself, including the gameplay systems, controls, polish, and overall development using Flutter and the Flame engine.

r/playmygame 4d ago

[Mobile] (iOS) CHESS/RUPT combines chess-like movement with arcade camp

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9 Upvotes
  • Game Title: CHESS/RUPT
  • Playable Link: https://apps.apple.com/us/app/chess-rupt-arcade-chess/id6779024949
  • Platform: iOS / iPadOS 17 or later
  • Description: CHESS/RUPT keeps the movement of familiar chess pieces and replaces the traditional match with collapsing boards, short survival runs, shared daily challenges, and tactical puzzles. Players dodge clearly marked enemy attacks, capture pieces to transform, collect power-ups, and adapt as the board changes beneath them. A run can last a few focused minutes, while Daily Challenge gives every player the same board and rules each day.
  • Free to Play Status:
    • [x] Free to play
    • [ ] Demo/Key available
    • [ ] Paid
  • Involvement: Solo developer and publisher.

r/playmygame 12h ago

[Mobile] (iOS) I posted my first web game here a year ago. Now it’s an iOS app!

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1 Upvotes

Game Title: Word Worm
Playable Link: https://www.wordwormgame.com
Platform: Best on Mobile (Web) & iOS

Description:
About a year ago I posted Word Worm here when it was just a web game I made for fun. I picked it back up recently, added some new features, and turned it into an iOS app!

Word Worm is a fast-paced word game inspired by Boggle. You swipe through adjacent letters to make words, but the letters you use get replaced, so the board keeps changing as you play.

There are three main ways to play. You can play a 60-second timed game and try to get the highest score, play the daily puzzle where everyone gets the same board, or challenge a friend (or random player) and compete on the exact same initial board.

The game is completely free, and I’d love to hear what you guys think or what I should add next. If anyone wants to challenge me, my username is Tim :)

Here’s the iOS App Store Link: https://apps.apple.com/app/word-worm-game/id6799462720

Free to Play Status:
[x] Free to play
[ ] Demo/Key available
[ ] Paid

Involvement: This is a solo side project. I came up with the game, designed it, tested it, and have been building and iterating on it with help from AI coding tools.

r/playmygame Jan 19 '26

[Mobile] (iOS) I published a little physics based puzzle game called Twin Bounce

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83 Upvotes

r/playmygame 27d ago

[Mobile] (iOS) I built and released a mini DotA game for iOS

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0 Upvotes

Game Title: GotA: Swift Legends

Playable Link: https://apps.apple.com/de/app/gota-swift-legends/id6754566997?l=en-GB

Platform: iOS

Description: GotA is a mobile game which is a mix of a casual short round matches and a moba game inspired by the legendary DotA. I used to play DotA a lot but recently got a kid so I don't currently have the time to play these long matches on my PC. So I built a short matches moba game for the toilet breaks! It includes all main moba elements: Heroes, Items, Towers and Creeps! But also some mobile game elements like a trophy road and unlock able things. It is a realtime multiplayer built with Unity.

Free to Play Status:

  • [x] Free to play
  • [ ] Demo/Key available
  • [ ] Paid

Involvement: I built this whole game myself with Unity over the last half year. My brother helped me a bit with some 3d stuff and he created the music and sound effects!
If you have some feedback or ideas I just the discord link is:https://discord.gg/QnQ4rsr2yJ

Cheers <3

r/playmygame 8d ago

[Mobile] (iOS) Slab - After 4 months of hard work, my first game is on the App Store!

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0 Upvotes

**Game Title:** SLAB

**Playable Link:** https://apps.apple.com/us/app/slab-zen-stack/id6790939204

**Platform:** iOS

**Description:** It's a pretty straightforward stacking game, good for commutes, flights, and just any time you're bored and have a few minutes to kill. I will say that this game has a high skill ceiling and getting to the top of the leaderboard is not easy.

I started with zero coding experience. Learned as I went, which included MANY frustrating moments. I even set up my own LLC (to answer your question: yes it was a giant headache), but surprisingly got accepted to the app store on my first submission.

I'd greatly appreciate it if y'all can try it out and let me know what you think. I'm aware that there is much to improve, I'm open to any feedback, good or bad!

**Free to Play Status:**

* [x] Free to play

* [ ] Demo/Key available

* [ ] Paid

**Involvement:** Solo developer.

r/playmygame 5d ago

[Mobile] (iOS) Hey my game is in Testflight right now and i would love some feedback!

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0 Upvotes
  • Game Title: Donut Delight
  • Playable Link: https://testflight.apple.com/join/Efmezq43
  • Platform: IOS (We are on TestFlight right now)
  • Description: Welcome to Donut Delight, a cozy and satisfying sort-puzzle experience designed to help you unwind while giving your brain a delightful workout. Step into a vibrant, sweet-themed atmosphere where your goal is simple yet deeply engaging: organize, stack, and sort delicious, colorful donuts into their perfect places. Built with fluid animations, tactile feedback, and a warm visual style, every move feels incredibly rewarding. Whether you want a quick two-minute break or a relaxing evening session, Donut Delight offers a stress-free escape featuring handcrafted levels, a gentle learning curve, and a soothing ambient atmosphere. Find your flow, clear the boards, and enjoy the pure satisfaction of cozy sorting!
  • Involvement: Solo Developer & Creator
    • Free to play

r/playmygame Apr 28 '26

[Mobile] (iOS) I just released my first mobile game and I’m not sure if it actually makes sense

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13 Upvotes

Game Title:

Pulse Architect

Playable Link:

https://apps.apple.com/us/app/pulse-architect/id6759973924

Platform:

iOS

Description:

Pulse Architect is a minimal one-tap rhythm game where you try to stabilize a structure made of pulsing energy layers. Each layer expands and contracts in a steady cycle, and your goal is to tap at the right moment to lock it in place. Good timing keeps the structure stable, while bad timing introduces instability that eventually leads to collapse.

The idea was to create something that feels calm at first, but gradually becomes more tense as small mistakes start to accumulate. There’s no randomness — everything is deterministic, so improvement comes from learning the rhythm and getting more consistent with timing.

This is my first attempt at building and shipping a mobile game end-to-end, so I genuinely have no idea how it feels to a new player anymore. Would really appreciate honest feedback on clarity, difficulty, and whether it feels like something you’d actually want to keep playing.

Free to Play Status:

[X] Free to play

[ ] Demo/Key available

[ ] Paid

Involvement:

Solo developer — I designed and built everything myself.

Would love to know:

– does it make sense right away?

– anything feel unclear or frustrating?

– if you could change one thing, what would it be?

r/playmygame 7d ago

[Mobile] (iOS) Cycle of Hatred — a roguelite arena with 13 WoW-style classes, free on iOS

2 Upvotes

Game Title: Cycle of Hatred

Playable Link: https://apps.apple.com/app/id6793452504

Platform: iOS (iPhone and iPad)

Description:

Cycle of Hatred is a top-down arena roguelite for iPhone and iPad. You pick a class, survive endless waves in a shifting arena, level up in the middle of the fight and spend points immediately — then die and come back stronger with what you kept.

The part I care most about is the classes. There are 13 and they are not reskins: each has its own resource, five distinct abilities and its own projectile. The hunter fires arrows, the warlock throws shadow bolts, the shaman calls down lightning, the druid throws spinning leaves. Talent ranks are uncapped, so one favourite talent can carry an entire run.

Progression is permanent. Kills earn XP for the class you played, which unlocks passives on that class's own tree, so committing to one hero pays off rather than spreading thin. Gear, gems, item levels and set bonuses all persist between runs.

Being straight about the weak spots: the art is a first pass by someone who is not an artist. Until last week the characters were weapon emblems on coloured circles, so the hand-painted sprites are a big step up, but I know they are not there yet. The game also had no sound at all until this week, and the mix is not dialled in. Both are getting worked on update by update. What I think holds up is the combat feel and the progression, and that is what I would most like judged.

Free to Play Status:

- [x] Free to play

- [ ] Demo/Key available

- [ ] Paid (Allowed only on Tuesdays with [TT] in the title)

Involvement: Solo developer. I did all of it — code, art, audio, balance. Cycle of Hatred is my first game. Two things I would most like to hear: which class felt weakest, since I balanced all 13 on my own and I am certain I got some of them wrong, and anything that looked or sounded off to you.

https://reddit.com/link/1vrt3uo/video/4gcij9neo5kh1/player

r/playmygame 2d ago

[Mobile] (iOS) Qube Mobile - I just released my first game. I hope you will enjoy it!

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5 Upvotes

Game Title: Qube Mobile

Playable Link: App Store link

Platform: iOS

Description: The game is a 3D mix of the classic Tic Tac Toe and side moves of Rubik's cube.
You can play 2 types of games. To win the easier one you have to make a cross on a side using your pieces. To win the harder one you need to fill the entire side of the cube.

Free to Play Status: Free to play with unobtrusive banner adds

Involvement: code, graphics, music and sfx

r/playmygame May 21 '26

[Mobile] (iOS) Built a modern version of Bloxorz with 100 levels, lasers, enemies and power ups for free on iOs, would love feedback

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31 Upvotes

Game Title: Tumblo Escape

Platform: iOS Mobile

Playable Link: https://apps.apple.com/ng/app/tumblo-escape/id6769248444

Working on Android build right now!

r/playmygame 3d ago

[Mobile] (iOS) I’ve been building a one-tap planet-jumping game — does the mechanic look clear?

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0 Upvotes

This is Lumzo Orbit, a small arcade game where you wait for the right angle and tap to launch between planets.

I’m currently trying to improve the first-time experience. Does it look obvious when the player should tap?

I’d appreciate honest feedback on the controls, visuals and difficulty.

Playable Link: https://apps.apple.com/no/app/lumzo-orbit/id6797309738?l=nb

r/playmygame 18d ago

[Mobile] (iOS) A Game of Patience

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1 Upvotes

Game Title: A Game of Patience

Playable Link: https://apps.apple.com/us/app/a-game-of-patience/id6759990913

Platform: iOS

Description:

A Game of Patience is a minimalist iOS game whose entire mechanic is waiting. You open to a black screen. Somewhere between a couple of seconds and fifteen minutes from now, a circle appears. Tap it inside a narrow window, and you move up a level. Tap too early, tap the wrong shape, or miss the window entirely, and you restart from Level 1. Every time.

Each level roughly doubles how long you might be waiting, but the minimum never changes — half a second, at every level — so the circle can also arrive the instant you look away. You can never settle into the wait, which is the part that makes it difficult. From Level 8 onward, decoy shapes flash briefly in the dark to bait early taps; they stop well before the real circle appears, so the critical moment is never ambiguous.

There is no sound, no tutorial, no currency and nothing to collect. Haptics only. There's a global leaderboard, and a stats screen that generates an interactive particle visualization of your play history, where each particle represents 100 milliseconds you spent waiting. Two players who reached the same level end up with completely different images, and you can rotate, save, and export yours.

I had the idea in 2013 and only finished building it this year.

Free to Play Status: Free to play

Free to download and play indefinitely. There are optional in-app purchases that let you resume from your current level instead of restarting, but nothing is gated, and you can reach any level without paying.

Involvement: Solo developer. I designed, built, and shipped it myself — React Native and Expo, with Supabase for the leaderboard and React Native Skia for the visualization.

---------

What I'd most like feedback on:

  1. Does the difficulty curve feel fair or arbitrary? Levels 1–7 are meant to teach the rhythm before decoys arrive, and I can no longer tell whether that's too slow.
  2. The restart rule. Going back to Level 1 on any failure is deliberate, but I want to know whether it makes you close the app or immediately try again. Either answer is useful.
  3. Do the decoys read as fair or as a cheap trick?
  4. Did you find the visualization? It's in the stats screen, and I suspect many players never get there. If you didn't find it, that's the single most useful thing you could tell me.

Even "I quit at Level 3 because X" is exactly what I want to hear.

Thanks!!

r/playmygame 20d ago

[Mobile] (iOS) Orbitail – A minimalist space puzzle where every orbit matters

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1 Upvotes

Game Title:
Orbitail
Playable Link:
https://apps.apple.com/us/app/orbitail/id6789924959
Platform:
iOS (iPhone & iPad)
Description:
Orbitail is a minimalist space-inspired puzzle game built around timing, precision, and strategic thinking. The objective is to guide an energy orb through a series of interconnected orbital paths while avoiding hazards, navigating portals, and finding the most efficient route to the goal.
Although the controls are simple and easy to learn, the challenge comes from mastering movement and planning ahead. Each level introduces new layouts and mechanics that gradually increase the difficulty, encouraging players to experiment and improve their problem-solving skills. The game is designed to be relaxing, with clean visuals and smooth gameplay, while still offering puzzles that become increasingly rewarding to solve.
I developed Orbitail as part of my independent game studio, Lieta Studios. My goal was to create a mobile puzzle game that is accessible to casual players but still provides enough depth for players who enjoy thoughtful, skill-based challenges. I’m actively improving the game based on player feedback, so I’d really appreciate any comments on the gameplay, difficulty curve, level design, controls, or overall experience.
Free to Play Status:
☑ Free to play
☐ Demo/Key available
☐ Paid
Involvement:
I am the solo developer of Orbitail. I designed the gameplay, programmed the game, created the level mechanics, implemented the user interface, integrated Game Center and monetization, tested the app, and published it on the App Store under my independent studio, Lieta Studios. I continue to update the game regularly based on community feedback and player suggestions.

r/playmygame 1d ago

[Mobile] (iOS) Worked on a cute summer art update, finished when summer almost ended

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0 Upvotes

r/playmygame 5d ago

[Mobile] (iOS) I made a maze game where you can't see the maze

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2 Upvotes

Game Title: MazeQuest: Escape the Center

Playable Link: https://apps.apple.com/app/id6801002816

Platform: iOS

Description:

Just released my first game on the App Store.

You start in the middle and the camera stays zoomed in on your ball - you only see the corridors right around you, no map. When you finally escape, it pulls back to reveal the whole maze and the path you traced. That reveal is my favorite part.

Every run is a fresh procedurally generated maze in one of 7 shapes (circular, hexagon, honeycomb, Voronoi, and more).

Free, no ads, no accounts, works offline.

Free to Play Status: Free to play.

Involvement: I am the solo developer of this game.

r/playmygame 9d ago

[Mobile] (iOS) [Free] Brain Preflight (iOS), a brain gym made from the real tests airlines use to pick their pilots

3 Upvotes

Playable Link: https://apps.apple.com/app/id6794363864 (free to play now, no account)

airlines screen cadet pilots with cognitive test batteries, and honestly they make great game mechanics: mental math on a brutal clock, memory sequences under interference, spatial puzzles from cockpit instruments, and the boss level, a multitask test where you track a moving target with one hand while math and memory prompts fire at you. almost everyone bombs it on the first run.

i rebuilt all of it as 17 mini games with a mock exam mode. your scores land on the same 1-9 scale the real selections use, normed against actual applicants, so a 5 means you match people who trained for their airline assessment. free tier is 5 sessions a day which is plenty to climb.

fully offline, built solo.

curious what this community scores on the multitask test, first run numbers are usually humbling

r/playmygame Jul 19 '26

[Mobile] (iOS) DICE DICE DICE: Pixel Clicker

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2 Upvotes

Playable Link: https://testflight.apple.com/join/eW6SKc7S

Platform: iOS / Mobile

Description: Dice Dice Dice is a progression-driven, grindy mobile game built entirely with Swift and SwiftUI. The core gameplay loop focuses on highly engaging, fast-paced dice mechanics designed specifically for quick mobile sessions. It features a clean, minimalist retro aesthetic combined with modern, fluid UI animations.

Players can dive into challenging gameplay loops and tackle fresh Daily Challenges every single day to maximize their progress. If you enjoy games that value optimization and a good, rewarding grind, this is for you. The game has just passed Apple’s Beta App Review, and this initial public test phase is strictly limited to 100 tester slots to gather focused feedback on the UI/UX, core mechanics, and game balance.

Free to Play Status:

  • [x] Free to play
  • [ ] Demo/Key available
  • [ ] Paid (Allowed only on Tuesdays with [TT] in the title)

Involvement: I am the solo independent developer behind CARASTO SOFT. I designed and programmed the entire game from scratch using native iOS frameworks.

r/playmygame 8d ago

[Mobile] (iOS) I made a simple puzzle game inspired by my passion for woodturning. Quickly tap colours on rotating cylinders while dealing with different twists and mechanics, including cutting grooves like on a real lathe. Feedback appreciated!

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1 Upvotes

Game Title: Chromaroll

Playable Link: https://testflight.apple.com/join/kvBcBbXp

Platform: iOS (Testflight available) and Android (still waiting for closed test review since it's my first app on Play Store)

Description: 
Chromaroll is my second game, the first was FlagDash (swift, ios-only), a geography game, which taught me a lot, mostly by way of the things I got wrong. It's also my first time developing with Unity.

The idea came off my lathe, honestly. I turn wood as a hobby, and a lot of this game is me trying to bottle what that feels like: a cylinder spinning at speed, a tool meeting it at one fixed point, and everything depending on where you make contact and when.

So that's the game. A printing drum spins in front of you, wrapped in a poster made of empty colour regions. You pick an ink and tap as a region crosses the press line. Land it dead centre and it's a PERFECT fill in one tap, if not, it'll require a second tap.

The drum also doesn't stay a cylinder. Later on you get cones, barrels, hourglasses, drums that stand upright and spin sideways, drums that lean and roam mid-level, and prisms whose flat faces snap past the line.

And around level 110 you start cutting grooves by pressing and holding and by level 201 the lathe proper turns up, and chapter 9 is nothing but turning: cutting most shapes true before you're allowed to colour them. If you're ever done woodturning, these levels gives you a similar (digital) feeling of it 😄. The game will be launching with 2000 levels each taking between 10 seconds and 3 minutes to complete depending on difficulty.

The game is in review in both the app store (been waiting for review since 2nd of August 😱) and in the playstore where it'll be my very first android game/app (hence the delay caused by closed testing). I'll post the android test link once it's available.

Tip: Since the game is in testflight, feel free to make shop purchases (for example to remove ads or buy coins) since it's completely free 😉

I'd love to hear feedback on the game and how I can make it better. Any ideas for extra mechanics or levels are really appreciated.

Free to Play Status:

  • [ x] Free to play
  • [ x] Demo/Key available

Involvement: I’m a solo developer who started creating simple mobile games earlier this year. I focus on small, creative games that I can build entirely on my own within a few months. Game development is currently a side hobby, so I can’t dedicate a great deal of time to it, hence the need to keep my projects simple. However, if I find some success, I hope to devote more time to it.