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Hello, here's my team's base getting wiped by the enemy team.
Fuckin' overleveled campers.
Adre | A Weird Village retweeted
Final very important mechanic before the revamped Blade & Burgers demo drops tomorrow.
Bats! Coming randomly to combat scenes to stir chaos and cause mischief.
It’s #TrailerTuesday! 🎮
Indie devs, drop your trailer below. What’s the one moment you’d want players to remember after watching it? #IndieGameDev #GameDev
Adre | A Weird Village retweeted
Welcome #IndieDevs to another #TrailerTuesday!! 💥 Post your #indiegame in the comments! 📷dont forget to retweet / reply !! #pixelart #IndieWatch #IndieDev #GameDev #IndieGameDev
Adre | A Weird Village retweeted
Hi Awesome #indiedev #gamedev its #trailertuesday So show me what you all have been working on this week, everyone welcome! Hope you all have an Amazing day.
➡️Like & RT this tweet
➡️Reply with your trailer
➡️ill RT
⤵️😍💯
If you're building a spooky RPG or prepping a dark tabletop campaign, definitely check out Crypt Stalkers, Hollow Villages, and Hollow Graveyards. The art style is so clean.
You should def check this out! 👇
Thank you for supporting my project! ♥️🥹
#IndieGameDev The loot is valuable. Getting home with it is the real challenge. 😭🎒
In A Weird Village, one chest can turn a simple trip back to base into a full-on chase. And the enemy team can steal your reward before you even get there.
Would you risk the journey for the loot, or play it safe and let it go? #GameDev #E2agames
Adre | A Weird Village retweeted
It’s #TrailerTuesday!
Want us to share your game's trailer?
🎞 Reply with ONLY your trailer directly
🔀 Repost this
❌ No text, no embeds, no links; just your trailer
#CelebrateIndies
In A Weird Village, when you find a loot chest, you have to carry it all the way back to your base to unlock a reward for the whole team.
The tricky part is getting back alive, especially when the enemy team spots you carrying one around and can steal it.
Things can go south pretty fast 🫠
check this out from a friend 👇
🎃 Announcement Time 🎃
We’re very excited to announce our game “The Lantern Man Cometh”, a spooky incremental where you destroy boats, harvest souls, and become The Lantern Man!
Wishlist on Steam:
store.steampowered.com/app/4…
I worked on a new batch of Ultra abilities! 🔥
They're incredibly hard to unlock, but once you do... they're absolutely devastating.
Share and Wishlist A Weird Village if you like what you see 🫠
Hii! #PortfolioDay I'm Polin, a 3D Environment / Prop Artist specializing in stylized PBR and hand-painted art. My Portfolio: artstation.com/polintutuk
Social: instagram.com/rai3dart/
Currently open for work!! :)
That whole PvE/PvP discussion from yesterday is already haunting me.
I've built some pretty clever bots, and I'm having a blast playing full matches against them. But maybe that's not enough.
Since A Weird Village won't be out before mid-2027, I'm seriously considering adding a PvE campaign.
But I don't want it to feel like an afterthought, something half-baked just to tick a box. If I do it, it needs a strong concept that actually builds on what makes the game fun.
So I guess it's time to start brainstorming.
This project is getting a LOT bigger than I originally planned. 😅 I hope i'll meet my 2027 deadline...
Got a pretty interesting reality check on Reddit today.
Someone pointed out how tough it is to launch a 4v4 PvP game as a solo dev, especially when empty lobbies can make or break a game.
It's a fair concern, and honestly, one worth thinking about.
I'm building A Weird Village with bots to keep matches playable even with a small player base.
Still, I'm curious, what do you think:
Can small indie PvP games find their audience in today's market?
Adre | A Weird Village retweeted
STEAM NEXT FEST ISN'T OVER YET!
It's #ScreenshotSaturday! Indie devs, show us ONE screenshot that makes your game stand out!
Then check out the replies. Find a game you've never heard of. Try the demo. Wishlist what you love! Let's get more games SEEN!
Adre | A Weird Village retweeted
I'm facing a similar issue with a game I'm developing. It would theoretically work better with PvP, but as a small indie developer, you simply can't count on having the player base needed to sustain multiplayer.
My situation is slightly different, though, since I originally designed the game as a single-player roguelike, with multiplayer as a potential addition.
So my approach is to focus on making the single-player experience good enough to stand on its own, then introduce multiplayer if there's sufficient interest.
Bots can certainly help, but only if the game is simple enough that they can provide a meaningful challenge without requiring particularly sophisticated AI.
Got a pretty interesting reality check on Reddit today.
Someone pointed out how tough it is to launch a 4v4 PvP game as a solo dev, especially when empty lobbies can make or break a game.
It's a fair concern, and honestly, one worth thinking about.
I'm building A Weird Village with bots to keep matches playable even with a small player base.
Still, I'm curious, what do you think:
Can small indie PvP games find their audience in today's market?
Got a pretty interesting reality check on Reddit today.
Someone pointed out how tough it is to launch a 4v4 PvP game as a solo dev, especially when empty lobbies can make or break a game.
It's a fair concern, and honestly, one worth thinking about.
I'm building A Weird Village with bots to keep matches playable even with a small player base.
Still, I'm curious, what do you think:
Can small indie PvP games find their audience in today's market?

























