Patryk Mucha @patrico-dev.bsky.social · 15/09/2026After lots of prototyping, I couldn’t find enough meaningful choices in a game built only around the sun mechanic. So I ended up making a small street builder-keeping the dynamic shade system, but using it in a more approachable way. Still in progress. #gamedev #indiedev 0152
Patryk Mucha @patrico-dev.bsky.social · 29/08/2026A little update to sunlight survival prototype: more accurate shadow detection and villagers scrambling for every bit of shade as the sun moves. ☀️ Still rough, but the core mechanic is starting to come together. #screenshotsaturday #indiedev 2156
Patryk Mucha @patrico-dev.bsky.social · 26/08/2026For the larger objective, I’m thinking of a campaign map where you choose your next destination, with each location being a small survival diorama. You gather resources, upgrade structures and grow your population. Survivors protected by shade can gather resources or repair shelters. 000
Patryk Mucha @patrico-dev.bsky.social · 26/08/2026I think I found an interesting game idea. What do you think? The sun is deadly. Build shade at night and keep your people alive during the day. #gamedev #indiedev 1185
Patryk Mucha @patrico-dev.bsky.social · 28/07/2026We tried to find funding for it, but without much luck. We did, however, both end up finding new jobs along the way. Now I’m coming back to The Arkencore and trying to reshape what I already built into something much smaller, more focused and realistic to finish. 000
Patryk Mucha @patrico-dev.bsky.social · 28/07/2026It’s been a while since my last update. One of my older projects was The Arkencore - an AA-scale top-down action RPG / looter shooter. Around 5 years ago, I built a playable demo with another developer. It was one of the two biggest projects I’ve worked on so far. youtu.be/Z2uHvdoIzsE #indie-devyoutu.beThe Arkencore - Gameplay TrailerYouTube video by The Arkencore 230
Patryk Mucha @patrico-dev.bsky.social · 11/07/2026Day 8: Tactical Zombie Prototype Inspired by Thunder Tier One, I wanted to build a prototype of a tactical zombie game. The main challenge was a dynamic fog-of-war system where you could only see what your character realistically had in sight. Every corner felt dangerous. #indiedev 082
Patryk Mucha @patrico-dev.bsky.social · 09/07/2026Day 7: Hyper-Casual Experiments At one point I tried making small mobile games with a more commercial goal in mind. Fluid physics, tile puzzles, zombie waves, slow-motion shooting. Fun prototypes, but none of them got enough traction to continue. #indiedev 051
Patryk Mucha @patrico-dev.bsky.social · 06/07/2026Day 5: Can’t Catch Me My attempt to explore building system with a predefined modules. Combined with a small survival sandbox about placing elements, shaping the world, and experimenting with simple crafting. Rough, but fun. #indiedev 070
Patryk Mucha @patrico-dev.bsky.social · 02/07/2026Day 4: Tactical Card Game This was my “what if I made my own card game?” phase. I mixed cards with a small lane-based battlefield, where units moved on their own and tried to reach the enemy commander. Honestly, it was a bit overdesigned - but I learned a lot from it. #indiedev 072
Patryk Mucha @patrico-dev.bsky.social · 30/06/2026The biggest milestone from this project: CrystalNet was selected for the Digital Dragons Student Talent Show, which felt huge at the time. And the biggest bonus? It helped us pass one of the hardest courses with the highest grade haha 😄 000
Patryk Mucha @patrico-dev.bsky.social · 30/06/2026Day 3: CrystalNet One of the bigger projects I worked on during my studies. A fast-paced sci-fi survival shooter about small robots fighting waves of infected evil rabbit machines. Sadly, another project with lost source files 😓 🎥 YouTube: www.youtube.com/watch?v=txlJ... #indiedevyoutube.comcrystalNet - Gameplay.YouTube video by Patryk Mucha 160
Patryk Mucha @patrico-dev.bsky.social · 27/06/2026The biggest challenge was syncing ball physics across clients. In a games like Rocket League, clients runs the exact same physics locally, and only player inputs are sent over the network. If you interested read more, check this GDC article: media.gdcvault.com/gdc2018/pres... 000
Patryk Mucha @patrico-dev.bsky.social · 27/06/2026Day 2: CarsBall Built as a student project - mix of Rocket League and Micro Machines. 🚗 We aimed to capture the thrill of rocket-powered soccer but in a more casual way. 🎮 Play the demo: patrico-dev.itch.io/cars-ball I lost the project, but I found an old build - it's kind of playable. #indiedev 271
Patryk Mucha @patrico-dev.bsky.social · 24/06/2026🎓 Biggest lesson I took from that jam? Pitching matters... Your ability to explain can matter almost as much as the game itself. We nearly took 1st place, but completely fumbled the presentation. The irony? It was a game about pitching, and we lost on the pitch😅 #10Years10Days #indiedev #gamejam 010
Patryk Mucha @patrico-dev.bsky.social · 24/06/2026Day 1: Coaches & Dragons: my first ever game jam. 🐉 Idea: what if you had to motivate monsters to be a monsters?! 🎮 Play the demo: patrico-dev.itch.io/coach-and-dr... We made a game about growth, success… and literally scorching your limits. 110
Patryk Mucha @patrico-dev.bsky.social · 24/06/2026Hey indie game community! I’ve been making games for nearly 10 years - prototypes, systems, experiments, and plenty of mistakes along the way. Now I want to share that journey. Let’s start: 10 Years in 10 Days! #indiedev #gamedev 062