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🚨 NEW GAME: Velvet Exhale 💨 🎮 Play free: Pull fluid vapor into your lungs and push vector smoke tricks straight at the boss lineup: 🐫 Joe Camel ➔ 1-Finger Straight Laser 🐻 Smokey the Bear ➔ 2-Finger V-Wedge 🐉 Fire Dragon ➔ 2-Finger Flame Bow Arc 🖤 Wednesday Addams ➔ 3-Finger Trident 1 attempt per stage. Clear the lounge or cough trying. 👑 #Grok# #IndieGame# #WebGame# #VelvetExhale#
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Table tennis in the browser. Your phone is the paddle. Open pingpad on a laptop, tablet or TV, scan the QR code and swing. No app, no account. Phone and screen communicate directly, no game server in between. #gamedev# #WebGames# #WebRTC#
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𝗔𝗴𝗻𝗲𝘀 𝟮.𝟬 𝗙𝗹𝗮𝘀𝗵 generated an interactive web game concept from text. A cute gacha machine combined with a matching puzzle mini game where players earn coins, unlock hidden rewards, and reveal unknown icons in a playful, adorable UI. 𝗕𝘂𝗶𝗹𝗱 𝘄𝗶𝘁𝗵 𝗔𝗴𝗻𝗲𝘀.
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A DEV VIBE CODED HIMSELF A 3D MODELING WEB APP THATS BASICALLY A NOTEPAD FOR 3D he didnt want some heavy, overwhelming 3d program with a hundred menus he just wanted something he could open in a browser and start doodling shapes in, the 3d equivalent of scribbling on a notepad > its called topomaker and it runs entirely in the browser, nothing to install and no sign up required > spin it up and start building 3d characters and models right away > color individual faces, then animate whatever you make on a timeline > export it out as a glb, obj, or even a gif or mp4 of the animation > its aimed at web game devs and three.js, so what you make actually plugs into real projects sometimes you just want to open a tab and make something, and thats exactly what this is for
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How Azflin plans to reach Web2 users with Defense of the Agents: "My first approach would be to get in the popular web game aggregators such as Poke and Crazy Games" "A lot of people really don't know this, but there's a fairly strong and vibrant web browser game community"
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I've published a demo of Cook the Dungeon on @wavedash, a browser-native gaming platform that also seems especially friendly to AI-assisted gamedevs like me. Do check it out if you're at your computer: One of the things I've been thinking about lately is distribution for web games. Right now, it still feels surprisingly limited. If you've built a web game and want to distribute it, you have a few obvious options: - Publish it on itch. It's very indie-friendly, but I've always felt the UX for actually playing browser games there can be a little clunky. I also often see indie devs using itch more as a place to host prototypes and demos for upcoming games. - Publish it on web gaming platforms like CrazyGames or Poki. They have real distribution, but their business model is largely ad-supported, which means integrating ads into your gameplay experience. Ugh. - Go solo and publish it on your own URL. You get full control, but you don't really have a platform distribution partner, so you're largely relying on your own marketing to get people there. I understand why web game publishing ended up this way. Historically, web games had more performance limitations, and playing games inside a browser still comes with UX friction. Fullscreen can be awkward, browser chrome gets in the way, and your game is ultimately sitting there with 20 other tabs. It feels like @wavedash is trying to rethink some of this. I was introduced to Wavedash by @kylerblue, their CEO and co-founder, and I've been pretty impressed by what they've built. As a UX Designer, the thing I appreciate the most so far is actually the UX. It's minimalist, the game gets out of the browser-page feeling very quickly, and things like fullscreen and the platform overlay feel much more considered than the usual embedded web game experience. It's the small UX details like these that make playing games on the web feel more immersive. I'm excited to see Wavedash succeed because I think web gaming is due for a resurgence. Now that making games is becoming dramatically more accessible, I think we're going to see a lot more games being made. And if that happens, we're going to need better places to discover, distribute and actually play them.
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Phantom Blade Zero is already showing strong sales momentum before launch. According to Alinea Analytics, the game has an estimated 850,000 pre-orders on PS5 and Steam, generating around $43 million in revenue. >850K estimated copies on PS5 + Steam > $43M estimated revenue from those platforms >73.8% of sales estimated from Steam >Around 75% of Steam pre-orders from China, Taiwan, and Hong Kong Alinea estimates total pre-orders have passed 1 million including WeGame Reportedly among the top 40 highest-earning games of 2026 before release
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Morning folks💪 Friday builder roll call. What are you working on this weekend? SaaS, PHP, CMS stuff, AI tools, hardware, games, automations, something completely pointless... whatever. I’ll be back on my web game again😂
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