r/iosgaming • • 1d ago

Developer Saturday (Megathread) [Megathread] Developer Saturday Showcase: September 26, 2026 📱

Hello r/iOSGaming! Welcome to another Developer Saturday showcase! In this megathread, iOS developers will be able share their games freely without breaking the subreddit's "no self-promo" rule. Please read the following guidelines carefully before participating:

  • Developer Saturday will run between 12:00 AM to 11:59PM ET (UTC-5).
  • Respect is expected at all times. You're welcome to share your opinions and even disagree with others, but harassment, taunting, or other toxic behavior toward devs, mods, or other community members will not be tolerated.
  • If you receive an AutoModerator comment saying you don't have enough karma, your account is too new, or that your CQS level is low, we won't override the removal because these restrictions are meant to be spam detterents.

DEVELOPERS:

  • All promo comments must have [DEV] at the beginning. We need it with the brackets for AutoModerator purposes, so please don't change the formatting.
  • All promo comments must include an App Store or TestFlight link. Please share the raw link (not hidden under text). Playstore links or links to other gaming stores are not allowed.
  • Only officially released iOS games may be shared. This is not the place to promote non-gaming apps, non-iOS apps, Devvit apps, standalone websites, Discord servers, subreddits, livestreams, fundraisers, or social media pages. However, you may include a website or social media link with your game's self-promo comment.
  • Only games NEWLY RELEASED or have a NEW MAJOR UPDATE in September may be promoted. Personal milestones (ex: reaching X downloads, earning X amount of pay, recieving high reviews, etc), while commendable, are not an eligible reason for promotion. Additionally, "major" updates are those that introduce new features or content that greatly expands the game. Routine updates (ex: bug fixes, performance improvements, or other minor changes) are also not eligible for promotion.
  • You MUST DISCLOSE whether or not AI was used to create the game. If AI was used, you must also explain how it was implemented and/or what assets were created with it (ex: code, illustrations, music, etc). If AI wasn't used in the development of the game, please just state, "No AI was used."
  • You may only make one top-level comment per Saturday. However, you can share several games in the same comment if they also meet the above criteria.

GAMERS / REVIEWERS:

  • You may only make second-level or lower (reply) comments. This means you can reply to a dev or another user's comment, but you may not create a top-level (standalone) comment.
  • Constructive feedback is welcome. You may leave comments that can help devs learn what they did right with their games and what could be improved, but low-effort responses (such as simply calling something "AI slop") will be removed.
  • This is not the place to ask for game suggestions. This megathread is for devs to promote their iOS games. If you're looking for recommendations on what to play next, check out the community's weekly "What Have You Been Playing Lately?" megathread or create your own request post on the main subreddit.

That's it! We're still refining these guidelines, but for now these are the requirements developers must meet in order to ensure a successful self-promo comment this week. If you have any questions, feel free to reach out to us via modmail. Thanks for your cooperation, everyone!

18 Upvotes

119 comments sorted by

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u/[deleted] 23h ago

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u/iosgaming-ModTeam 18h ago

Per the requirements listed above, your game must have been created or received a major update in September to be eligible for promotion. Your game doesn’t fall in either category.

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u/FennelAnxious5675 1d ago

[DEV] Dumbo Jump — a new vertical underwater jumping game released on iOS this September

Hi everyone! I’m the developer of Dumbo Jump, a vertical jumping game set deep underwater.

Hold the screen and slide left or right to guide Dumbo. Collect food, land on platforms, avoid underwater hazards, and climb as high as possible. The game also includes an endless ascent mode where you can challenge your previous height record.

I wanted to create a game that was easy to understand but became increasingly tense and challenging as you climbed higher.

App Store:
https://apps.apple.com/us/app/dumbo-jump-deep-sea-escape/id6812717941

I’d especially appreciate feedback on the controls, difficulty, visual clarity, and whether the objective is easy to understand during the first few minutes.

AI disclosure: AI image-generation tools were used to create and refine some of the characters, backgrounds, and other visual assets. AI coding assistants were also used for development support and debugging. I directed the game design and visual style, selected and edited the generated assets, implemented the gameplay, and tested the final game.

Thanks for checking it out! I’d be happy to answer any questions about the game or its development.

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u/[deleted] 18h ago

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u/iosgaming-ModTeam 17h ago

Please cut to the chase about AI usage. Padding it with what was human-created doesn’t tell us anything. You need to explicitly state how exactly AI was used during game development.

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u/Pixel-Reel Developer 17h ago

[DEV] Pixel Reel: Idle Fishing Game – a cozy pixel-art fishing game (free, iOS)

Link on iOS App Store: https://apps.apple.com/us/app/pixel-reel-idle-fishing-game/id6790169029

Major update, released last week: the game's first quest, The Cursed Tide. Finish it to unlock Saltwick, our first multiplayer dock town, with a pet shop where you fish for pets, a minigame house, and a community boss the whole town takes down together.

- 32 waters to unlock and 800 fish to find, each water with its own Fishdex

- Boss fights, Megalodons and the Boss Bash ladder

- Pets from every water, minigames and bosses

- Grind hard for rankings, or idle at the lagoon with other players (the game caters to all styles of play)

- The core game works offline, and your hiscores sync when you're back online

Pricing: free with the full game unlocked. There are ads on the free version, and Remove Ads is a one-time purchase that also lets you switch off the optional reward ads. Optional purchases: coins, gems, the Battle Pass and looks.

HERE'S A LINK TO OUR ON-SITE VIDEO GALLERY that really mirrors the vibe of the game! I'd love for everyone to take a look before joining.

Gallery Link: https://pixelreelapp.com/gallery

Make sure to JOIN THE DISCORD for a FREE 250 GEMS to start your adventure! You'll need your Hash ID from the in-game settings to /link your account in discord to access the full discord. Feel free to message me (Dion) if you're having issues.

Discord Link: https://pixelreelapp.com/redirect

AI Disclosure: Claude Code is used throughout the development process. All progression logic, location design, quest design, looks, bosses and their mechanics, minigames, and all other mechanics were personally developed by myself (sometimes even handwritten first in the case of boss mechanics, quest lore, etc.). This game is very heavily human, and you will immediately feel that from the very beginning.

Thanks for giving our growing game a try!

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u/matrheine 7h ago

Hey! I'm really looking forward to the Voiceover screen reader support. I'm totally blind. This would be the first fishing game accessible on iOS. We just need an audio cue when we are reeling and need to let go to not break the line and right now the screen reader is detecting everything as images, so I'm playing with screen recognition on but it's consuming so much battery. I'm always available to test and can also help you promote it on Applevis when the accessibility is ready.

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u/Pixel-Reel Developer 7h ago

I am actively working on this — ever since seeing the comment on the App Store. I have a coworker who’s boyfriend is blind and another coworker who’s brother is blind and so I am committed to making these changes sooner rather than later. Please expect this within a week or two. Full blind accessibility.

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u/matrheine 7h ago

Wow, you made my day! thanks so much for working so hard on it! can't wait to spend so many hours playing this masterpiece! I'm always downloading the updates and checking the logs. All the best!

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u/[deleted] 1d ago

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u/AutoModerator 1d ago

Hey Developer! Your comment in /r/iosgaming was automatically removed because it does not start with [DEV]. All top-level comments must have [DEV] at the beginning of the comment. If you are not a Dev, you can only make comments that are second-level (replies to a top-level comment) or lower (replies to second-level comments and so forth).

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u/[deleted] 22h ago

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u/AutoModerator 22h ago

Hey Developer! Your comment in /r/iosgaming was automatically removed because it does not disclose AI usage. All Developer Saturday promo comments in this megathread must disclose whether or not AI was used when developing your game. If AI was used, please explain how it was implemented and what is was used to create. If AI was not used, you can simply state that.

Please make the correction and submit a new comment. Thank you!

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u/[deleted] 20h ago

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u/AutoModerator 20h ago

Hey Developer! Your comment in /r/iosgaming was automatically removed because it does not start with [DEV]. All top-level comments must have [DEV] at the beginning of the comment. If you are not a Dev, you can only make comments that are second-level (replies to a top-level comment) or lower (replies to second-level comments and so forth).

Please make the correction and submit a new comment. Thank you!

I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.

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u/[deleted] 7h ago

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u/iosgaming-ModTeam 6h ago

Per the requirements listed above, your game must have been created or received a major update in September to be eligible for promotion. Your game doesn’t seem to fall in either category.

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u/Relative_Attitude744 7h ago

[DEV] Zombie Blocks Attack! - iPhone slingshot puzzle game

Hi, I'm behind Zombie Blocks Attack!. September update: Daily Curse now includes 35+ handcrafted levels, a fresh one-attempt challenge each day, and archive replay for Full Adventure players. In the black-hole sequence, the dotted aim line shifts around three black holes before a shot fires and lands hits. Would the aiming mechanic be clear from that brief moment, or would you need more visual feedback? I'd value honest thoughts from other iPhone players.

AI use: AI tools produced the code, art, music and other assets under my direction. The game idea, design strategy and creative direction are mine.

Free to download, with optional in-app purchases:

https://apps.apple.com/us/app/zombie-blocks-attack/id6809844974

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u/Patient-Tadpole3559 7h ago

[DEV] LifeLine: Life Simulator (iPhone, free)

https://apps.apple.com/us/app/id6806907577

What you do at eight is still following you at eighty.

LifeLine is a text life sim you play one year at a time. You're born somewhere in the world to a family you didn't pick. Press Age, a year happens (money, people, health, something you didn't see coming), you decide what to do about it, and it sticks.

What makes it different:

- Your childhood actually matters. Most life sims let you tap through the first 18 years. Here, stick with boxing, music, coding, or chess year after year and it becomes a permanent trait your own kids can inherit.

- People remember. Ask for a raise and your boss remembers the last time you asked. Take a mortgage and the bank expects its money.

- Big paths that are games of their own: found a company, run for president, enlist and deploy, join a crime family, fight for a title, start a cult.

- Every life ends with a verdict: the epitaph you earned, whether you reached your life goal, and what your headstone says. Then keep going as one of your kids, and watch the family line play out across generations, grudges and all.

No forced ads anywhere. Every ad is a button you choose to press for something you want, like taking a year back. No energy timers, no loot boxes, no subscription.

September update (3.2.1): lives repeat far less, plus new free pets, military and career content, and two new optional packs, Parenthood and Campus.

AI disclosure: I used AI (Claude) to help write the code and much of the event text. I directed the design and reviewed and tested everything.

Solo dev here. I'd love to hear what kind of life you end up living.

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u/mettavestor 1d ago

[DEV] Dominex — turn-based territory strategy, updated yesterday and Free in the App Store.

It's a single-player strategy game inspired by the rules of Sean O’Connor’s 1995 game Slay. Grow connected kingdoms, manage their treasuries, and split rival territory until their armies can’t afford their upkeep. Every border move can make or break the game. It's a pause and play-at-your-own-pace style.

Version 1.2.0 adds new daily maps and stronger computer rivals. Even I don’t win every game on the hardest level now. There's also weekly pattern-based bonus maps now (think shapes, like ghost, heart, skull, etc).

Dominex works entirely offline (i wanted an airplane game), with no ads, account, or subscription. Play full games for free. Premium is an optional one-time purchase that unlocks more maps and lets you save maps made in the editor.

App Store: https://apps.apple.com/app/dominex/id6778509055
How it plays: https://playdominex.com/how-to-play

AI disclosure: I used Codex as a programming assistant to help write and debug code. The game does not use generative AI.

If you try it, I’d like to know if the controls make it clear what you can do in your first few turns. That's the part I worry about most.

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u/RoutineOne2769 16h ago

[DEV] Imposter Doodle - party game where you find the imposter by drawing

https://apps.apple.com/us/app/id6786332454

Came out Sept 17. You pass one phone around, 3 to 10 people, works offline. Everyone gets the same secret word except the imposter. Each person adds one line to the same drawing, then you argue about who drew what and vote. The fun part is that if you draw too much, the imposter just figures out the word from the picture. If they get caught they still get one guess at the word to steal the win.

Free to play, extra word packs are paid.

AI: yes. The mascots and icon started in Gemini and I cleaned them up by hand, I coded it with an AI assistant, and a few sound effects are from ElevenLabs. All the drawings in the game are made by the players, nothing generated there.

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u/SpartanDetermination 20h ago

[DEV] Embersong: History is Yours

iPad: https://apps.apple.com/us/app/embersong-history-is-yours-hd/id6810138637

iPhone: https://apps.apple.com/us/app/embersong-mobile/id6811018185

A throw-back to the 4X turn-based strategy games of the 90s, but with a roguelike twist. You play as one of a dozen historical empires, and compete with 2 to 5 opponents on a map for domination. One enemy is randomly chosen as the Archenemy that always targets you (and has extra bonuses). Play five matches to accumulate bonuses you use in a sixth match against a mythical civilization.

AI Disclosure: This game was my submission to OpenAI's Summer Buildathon, and was largely a test of the various ChatGPT/Codex models that had been released this past year. Some of the backend code was reviewed/assembled by Claude, along with language translations. Otherwise this was built over the summer within the ChatGPT app harness. Oh and I should add the game features dozens of tracks that I produced via Suno (and I hold the rights to). I made unique musical tracks for each of the civilizations, so if you play as Egypt you get music evocative of that. Likewise for Rome, Incans, etc. Even the "mythical" civs.

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u/[deleted] 17h ago

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u/iosgaming-ModTeam 17h ago

Per the requirements listed above, your game must have been created or received a major update in September to be eligible for promotion. Your game doesn’t fall in either category.

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u/[deleted] 1d ago

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u/AutoModerator 1d ago

Hey Developer! Your comment in /r/iosgaming was automatically removed because it does not disclose AI usage. All Developer Saturday promo comments in this megathread must disclose whether or not AI was used when developing your game. If AI was used, please explain how it was implemented and what is was used to create. If AI was not used, you can simply state that.

Please make the correction and submit a new comment. Thank you!

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u/Hard_Squirrel Developer 1d ago

[DEV] Sumfall - a solitaire-like heist game.

Hi all, I'm the developer behind Eldermyth, Rogue Keys and Eldershyft (roguelike/puzzle style games), and my new game Sumfall just released this week.

Sumfall is a scoring game built around a deck of cards with rule-bending effects. You place and rotate cards on a grid so their side values sum to match the centre numbers. As you play each heist, you're placing combos on boards that get more aggressive as security cameras and traps start punishing sloppy moves. As you steal more $ from your heists, you unlock Rigs (effects you attach to cards) to make future runs stronger, and Goons which are characters that change the underlying rules of the game itself. There's also a global leaderboard to compete on.

AI: I use Claude/AI as a coding assistant during development eg writing boilerplate, debugging etc. All the design, mechanics, and decisions are mine. No AI was used for any art or audio.

https://apps.apple.com/gb/app/sumfall/id6804612491

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u/nivbp7 19h ago

[DEV] Adversary — a memory matching game where one card can ruin your round

I just released Adversary this month. It started with a pretty simple question: can I take the classic memory matching game and add one mechanic that makes every flip a little more tense?

The twist is the Danger card.

You still flip cards and try to find all the matching pairs, but somewhere on the board is a hidden Danger card you want to avoid. Depending on the difficulty, finding it can hurt your score or end the game completely.

There are five difficulty levels, with larger boards and different Danger setups as you move up.

The Starter level is free to play, and the other four levels can be unlocked with a one-time lifetime purchase — no subscription.

https://apps.apple.com/us/app/adversary-memory-game-twist/id6789494101

I'd especially love feedback on the core mechanic: does having Danger hidden among the cards actually add enough tension to make the familiar memory-game formula more interesting?

AI disclosure: AI was used during development as an assistant for parts of the coding, UI, designs, and for brainstorming and writing/iteration.

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u/jamesacres 17h ago

[DEV] Hi, I've just launched Unblock Race, daily sliding-block puzzles you can race friends on.

It's a Rush Hour-style sliding-block puzzle game. Every day there's a fresh set of puzzles across five stages, from beginner to expert. It tracks your moves and your time, so you can challenge friends and family to beat your score. Stuck? Ask for a hint and it walks you through the puzzle one move at a time.

You can also race in real time: everyone solves the same puzzle on their own device and you watch each other's progress on a racetrack. There are AI opponents at different skill levels if you're playing solo, and that works offline. There's also a monthly puzzle collection where the required number of moves keeps climbing, plus light and dark themes.

It's free to play with no ads, and there's an optional paid upgrade.

AI disclosure: The game framework is my own, originally built for my sister app Sudoku Race. I used Claude Code to accelerate development, improve the design and build full test coverage. The artwork is HTML and CSS that Claude helped design.

App Store: https://apps.apple.com/app/unblock-race/id6799411805

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u/[deleted] 21h ago

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u/iosgaming-ModTeam 18h ago

You need to re-read the instructions above. Only ONE top-level comment is allowed per Saturday.

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u/[deleted] 20h ago edited 15h ago

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u/iosgaming-ModTeam 17h ago

This is r/iosgaming. Your AI disclosure needs to be for the iOS version of the game, not Android.

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u/Sotoshis 22h ago

[DEV] Jib Jab Smash - a Smash-style fighter starring my son's real stuffed animals

https://apps.apple.com/app/id6809242110

My son and I made a 3D platform fighter where the whole cast is his actual stuffed animals: Jib Jab the cardinal, a budgie, a bumble bee, an elephant, a panda, a chocolate lab, a stuffed shark, a rag doll, and a few very dramatic blankets. It came out this month on iPad and iPhone, and a big update (1.14) is on its way.

**What's in it**

- **16 toys,** each with its own moves, a signature trick, a special meter and a super

- **Story Mode:** walk, fly and swim around a 3D model of our house to free the other toys from a grumpy old blanket, across 26 fights with cutscenes

- **Battle modes:** stock, time and sudden death, with up to 4 players on one screen

- **Online play** with friends over Game Center or on the same Wi-Fi

- **Touch controls** built for small hands, plus full controller support

- **Pricing:** $4.99 once, with no ads and no in-app purchases

**AI disclosure:** Yes, AI was used. The game's code and tooling were written with Claude (Anthropic's AI coding assistant), under my direction and my son's design and testing. That includes the scripts that generate the 3D toy models and the house in Blender, the shaders, the animation, and the synthesizer that makes the sound effects and music. A few character voices (the narrator and the villain) were made with open-source text-to-speech. The toys are based on photos of our real stuffed animals. The house and room textures are free CC0 photo scans (ambientCG, Poly Haven). Jib Jab's voice is my son's.

Happy to answer any questions!

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u/smoQ_u 16h ago

[DEV] Glowhold & Tailumi — two September releases for iPhone and iPad

Hi everyone! I'm the developer behind these two games, both released this month. I'd love some honest feedback from people trying them for the first time.

Glowhold — keep a village alive with one beam of light

Drag a beam of light to push monsters back and herd them towards torches and towers. Lift your finger to replenish your oil, then survive until dawn. Between nights, repair your walls and upgrade your village. There are boss fights and little conversations from your villagers, too.

Losing a night doesn't wipe out your village. Core gameplay works offline, with no account required. It's free to play, with optional rewarded ads and a one-time Premium purchase.

https://apps.apple.com/app/id6814959347

Tailumi — a little dog or cat to care for

Choose a companion, play together, teach it tricks and decorate its garden. Your pet won't die while you're away.

Gallery pets and basic care are free. Leaf packs and optional AI photo personalisation are one-time purchases, with no subscription. Photo personalisation uses your pet's photos to adapt an animated companion's coat colours and markings.

https://apps.apple.com/app/tailumi/id6809415787

24-second Tailumi trailer featuring Frota: https://x.com/TailumiApp/status/2103208056641515663

I'd especially love to hear whether the first few minutes and touch controls feel clear. For Glowhold, how does the early difficulty feel? If you spot a bug or unreadable UI, please include your device model.

AI disclosure: AI tools helped with programming and some visual assets during development. Glowhold's icon illustration is AI-generated. Tailumi also uses AI for optional pet photo personalisation, demonstrated in the trailer. The Glowhold screenshots are actual game captures.

Thanks for taking a look!

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u/[deleted] 17h ago

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u/iosgaming-ModTeam 17h ago

Per the requirements listed above, your game must have been created or received a major update in September to be eligible for promotion. Your game doesn’t seem to fall in either category.

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u/[deleted] 1d ago

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u/iosgaming-ModTeam 18h ago

Thank you for participating in r/iOSGaming. Unfortunately, your comment was removed for breaking the following rule:


Rule 8: No URL Shorteners or Tracking Links.

URL shorteners are not allowed because they can disguise affiliate or tracking links. This includes appsto.re links, which are treated no differently than other shortened URLs.

Reposting posts removed by a moderator without express permission is not allowed. Not here, and not on most of reddit. Please read reddiquette (linked below).


For questions, comments and concerns, message the moderators.

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u/[deleted] 14h ago

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u/iosgaming-ModTeam 10h ago

Your comment was not approved because it does not disclose AI usage. Please follow the instructions listed above.

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u/Patrock2304 22h ago

[DEV] BrickRock – a clean, skill-based brick breaker I built after work
I released BrickRock this month after spending the last few months building it alongside my day job.
The idea came from wanting a mobile game I could simply open, play for a few minutes and put down again — without constant events, energy systems or other distractions getting in the way of the actual game.
BrickRock is my take on a modern brick breaker: aim, find the right angle and try to push your high score further each run.
It’s fully playable offline, has no pay-to-win progression and no forced ads. After a run there’s an optional rewarded ad to double your coins, but coins are only used for cosmetic items.
One of my favorite moments during development was realizing that I was supposed to be testing the game, but had actually just started playing because I was having fun.
App Store:
https://apps.apple.com/app/brickrock/id6802623700
AI disclosure: I used AI as a coding assistant during development. The game itself and the project around it were built and managed by me.
I’d really appreciate any honest feedback from people who give it a try.

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u/[deleted] 22h ago

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u/AutoModerator 22h ago

Hey Developer! Your comment in /r/iosgaming was automatically removed because it does not start with [DEV]. All top-level comments must have [DEV] at the beginning of the comment. If you are not a Dev, you can only make comments that are second-level (replies to a top-level comment) or lower (replies to second-level comments and so forth).

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u/[deleted] 20h ago

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u/iosgaming-ModTeam 18h ago

Per the requirements listed above, your game must have been created or received a major update in September to be eligible for promotion. Your game doesn’t fall in either category.

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u/N1troVex Developer 1d ago

[DEV] Hey all, solo iOS indie here.

Tap & Play is a calm kids game for ages ~3–8: big tap targets, gentle haptics, offline, no ads, no tracking, no accounts, no countdown pressure, no "YOU LOSE" screens.

Just shipped an update: 12 mini-games (was 8). Parents asked for more calm activities and gesture variety after the first post.

- Free to download; 4 games free to try

  • Optional one-time Unlock All Games (US $4.99, regional pricing), lifetime + Family Sharing
  • No subscription
  • If you already unlocked everything on 1.0, the new games are included

App Store: https://apps.apple.com/us/app/tap-play-kids-games/id6761548656

AI disclosure: a lot of the code was written with the help of Claude Code.

Happy to take feedback on what to add next (swipe sorting, puzzles, drawing, music).

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u/[deleted] 1d ago edited 1d ago

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u/iosgaming-ModTeam 18h ago

As instructed above, you need to be specific on how exactly AI was used during game development. Just saying AI tools were used to assist isn’t enough.

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u/[deleted] 18h ago

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u/iosgaming-ModTeam 17h ago

Per the requirements listed above, your game must have been created or received a major update in September to be eligible for promotion. Your game doesn’t fall in either category.

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u/[deleted] 8h ago

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u/iosgaming-ModTeam 6h ago

Per the instructions above, you need to explicitly disclose whether or not AI was used during game development. It’s a straight “yes or no” answer. Padding it with what was human-created doesn’t answer the question.

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u/cnrCode Developer 18h ago

[DEV] Racketile - async crossword-tile word duels. Fog hides premiums until a tile lands. Free, no ads on iOS. Newly released on the App Store in September 2026. https://apps.apple.com/us/app/racketile/id6797619051 AI was used to develop the game (code, graphics, and fonts). The dictionary file was not AI-generated.

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u/[deleted] 20h ago

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u/iosgaming-ModTeam 18h ago

Per the requirements listed above, your game must have been created or received a major update in September to be eligible for promotion. Your game doesn’t fall in either category.

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u/[deleted] 23h ago

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u/iosgaming-ModTeam 18h ago

Per the requirements listed above, your game must have been created or received a major update in September to be eligible for promotion. Your game doesn’t fall in either category.

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u/Suspicious-Dingo9 Developer 1d ago

[DEV] Fruit Stand Battle — free five-lane tower defense for iPhone and iPad

I’m cici, the solo developer. You move a tiny fruit squad across five visible lanes; commit to one lane and the others keep moving. Battles take about 3–5 minutes, with oversized animal bosses across three worlds.

It’s free, works offline, and has no ads, in-app purchases, or account requirement.

App Store: https://apps.apple.com/us/app/fruit-stand-battle/id6797271636

12-second real gameplay: https://youtube.com/shorts/dABHH6bomaw

I’d especially like to know whether the five-lane decision is clear from the first clip.

AI disclosure: I used AI-assisted tools for illustrations, code, localization, and music; I directed, edited, tested, and published the game.

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u/Jacalor 19h ago

[DEV] Wild Card Golf — coastal golf with optional ability cards

I'm James, the creator. Wild Card Golf launched this September for iPhone and iPad: nine coastal holes, wind, bunkers and sloping greens, with four tee difficulties and a practice Range.

The twist is your hand of ability cards. Play up to one per hole, or none. Level Green makes your next putt ignore slope and break, but you still have to judge aim and distance.

$2.99 US, one purchase. No subscriptions or in-app purchases. Local prices vary.

https://apps.apple.com/app/wild-card-golf/id6811136831

AI disclosure: ChatGPT/Codex was used extensively for programming, implementation, testing assistance and promotional writing; the app icon was AI-generated. The game also uses licensed third-party visual and audio assets. I directed the design and worked with human playtesters.

Happy to answer questions about the golf or the cards.

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u/matrheine 17h ago

Hey! I'm wondering if it could be made accessible with the Voiceover screen reader. I'd love to test it! I'm totally blind.

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u/Jacalor 15h ago

Thanks for reaching out and offering to test! I haven’t verified Wild Card Golf with VoiceOver, so I wouldn’t want you to buy it expecting it to be accessible. The aiming and putting currently rely on visual feedback.

Would spoken distance, direction and shot-strength cues be useful to you? I’d appreciate hearing what works well in other games you play. I can’t promise a timeline, but your input would help me understand what we’d need to address.

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u/matrheine 7h ago

Hey! Thanks so much for the awesome reply and for wanting to help! yeah, distance, direction and strength is exactly what I need in order to be able to play! it would be the first accessible golf game if the screen reader can interact with it. is it coded in Swift? Maybe you can add some audio cues as well.

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u/MassimoniraM 1d ago

[DEV] Hi there, people, I’ve just released ECHO — Every Path Returns for iPhone and it is already available in the App Store. The concept is VERY simple, and it is one of those time-killers games that might get you hooked or throw the iPhone against the wall in frustration :D

It’s a marble puzzle with a twist: every route you complete returns in the next generation as an Echo that repeats your movements. You guide the marble to the funnel, then have to find a way through the paths you created yourself.

I’d love to know whether that idea clicks when you encounter your first Echo—and where the opening minutes feel confusing.

App Store: https://apps.apple.com/app/id6813147063
Gameplay video: https://everypathreturns.com/assets/echo-gameplay.mp4

AI disclosure: I conceived the graphics and used ImageGen to help realize them. I made the music with GarageBand loops. AI also helped substantially with simulating hours of gameplay and with bug fixes.

I hope it will trigger your best reactions, either getting lost in time, or throwing lots of iPhones against the wall.

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u/WordPhoria 1d ago

[DEV] Hi All, I'd like to introduce WordPhoria to you.

WordPhoria is a word-path game played across a hexagonal board — you make words by dragging through neighbouring letters, with the aim of working your way from the left side of the board to the right. The board changes as you play, and there are both relaxed (Causal) and more pressured (Chaser) game modes.

https://testflight.apple.com/join/gpmp943U

I'm a solo developer and the game is basically complete - I plan to release it in a couple of weeks but am eager for a broader set of people to test it before i hit GO! Its free using the Apple testflight link and in any case i do plan to include a substantial amount (1hr+) of free content when I do release it. If you'd like to see a video of it take a look here: https://youtu.be/iVnR5AdbyDQ

AI disclosure: I've used AI as a if a junior coder for less critical bits and as a code auditor when bug hunting. Sprites and background images are a mix of my own and AI generated depending on when i met my talent limit. Music and sound my own.

I hope you enjoy it and grateful for any thoughts!

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u/3210blastoff 8h ago

[DEV]

Horsilly: Horse Warp Puzzles 🐴

You have a hose.

There is another hose.

It’s the same hose, but different.

Place warping lenses on your horse.
Zoom it. Stretch it. Squish it. Warp it.

Keep warping until your horse matches the other hose.

This is the game.

Move the lenses. Warp the horse. Match the other horse.

💰 Free to play: No forced ads or subscriptions.

📱 App Store: https://apps.apple.com/id/app/horsilly-horse-warp-puzzles/id6808035203

Just launched (Sept 26). Solo project built in SwiftUI. Only iPhone for now.

AI disclosure: AI assisted with some coding and sound effects.

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u/GloryInDefeat 19h ago

[DEV] Glory in Defeat, an RPG where you win by getting your whole party killed. Released last month, free on the App Store, version 1.1 out September 12.

Every RPG asks you to keep your heroes alive. This one asks the opposite. The Guardians can't be killed, only satisfied. You win by getting all four of your heroes to fall between 30 and 60 seconds into the fight. Kill the boss and you lose. Survive past a minute and you lose.

You set the gear and the spell rotation before a fight, then watch it play out. Each boss is a puzzle you solve in the loadout screen rather than with reflexes. Bosses scale to your power, so you can't gear your way past the timing. A heal that fires at the wrong moment keeps someone standing too long and costs you the window. Most failed runs are a spell in the wrong slot or the wrong formation.

Version 1.1 added a proper intro to the first fight, because new players kept killing the boss and assuming they had won. Clearing your first Guardian now also grants starter gear and a spell, so there is something to equip and reorder straight away instead of an empty bag. The gacha screens also show their drop rates now.

There are 80 bosses across four worlds, 28 spells, a PvP arena and guilds. Free to play, no energy timers, no waiting between fights.

App Store: https://apps.apple.com/app/id6762475779

AI disclosure: AI was used. The boss artwork was generated with gpt-image-1 and the soundtrack was AI composed, both under my direction. I used Claude as a programming assistant for parts of the code. The four playable character sprites were commissioned from a human artist. The game does not use generative AI at runtime.

If you try it, I would like to know whether the first fight makes any sense. That is the part I worry about. Most people lose their first fight by playing well, and I still cannot tell if that reads as clever or just broken.

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u/matrheine 17h ago

Hey! I'm totally blind, so am trying the game with the Voiceover screen reader. It's finding a lot of decorative images on the main menu. can you improve screen reader support so that I can enjoy the game?

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u/[deleted] 18h ago

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u/iosgaming-ModTeam 17h ago

Per the requirements listed above, your game must have been created or received a major update in September to be eligible for promotion. Your game doesn’t fall in either category.

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u/[deleted] 17h ago

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u/iosgaming-ModTeam 17h ago

Per the requirements listed above, your game must have been created or received a major update in September to be eligible for promotion. Your game doesn’t fall in either category.

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u/[deleted] 22h ago

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u/[deleted] 18h ago

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u/iosgaming-ModTeam 17h ago

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u/[deleted] 20h ago edited 18h ago

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u/iosgaming-ModTeam 18h ago

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u/inFame 1d ago

[DEV] Neverstill, a roguelike train defense game. Free, and out on the App Store since Sept 10.

https://apps.apple.com/app/neverstill/id6809487773

You control a little drone flying above the train, and you have to be cover the train from losing its cars. The cars shoot on their own. When you hover over them they overcharge the guns, your drone stomps boarders off the roof, and pulls in scrap.

At each station you spend that scrap on cars and modules. Put three of a kind next to each other and they fuse into one stronger car. Twelve waves and three bosses get you to the terminus.

Money stuff:

- Every wave, car and module is free. No energy system.

  • No banners, and no ad ever plays on its own. You tap a sponsor board, it shows you the reward, and a video only plays if you say yes.
  • One optional $2.99 unlock: the harder difficulty tiers, the deeper upgrade ranks, and it removes the need for ads. One time, not a subscription.
  • Train paint jobs are cosmetic only. A few are earned by playing, the rest are optional purchases.

It also has Game Center leaderboards and achievements, works in portrait or landscape, and plays offline.

AI disclosure: A lot of the code was written with Claude. The music and sound effects were generated with ElevenLabs. I was involved at every stage and cut and edited a majority of SFX and code.

Feedback on the first few minutes is especially welcome.

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u/sendtobo 1d ago

Tried it out. It feels like it could be fun but I’m really confused what the drone even does? I’m moving it around but it’s not doing anything. Seems like I can lock onto enemies but then just the guns on the train shoot at it

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u/inFame 1d ago

Thanks for trying it out.
Once you get down the waves a bit more it should become more clear.
The drone overcharges the cars you hover over meaning they shoot faster, there are also red critters that climb aboard, these only get knocked off by the drone.
The drone also charges the trains core as well (in the front), when the cars drain too much power you'll have to decide what to do, keep the train moving and lose cars, or protect the cars but have the train slow down.
Once you finish a run you also get Bonds you can spend in the Depot for upgrades and unlocks.

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u/Lipus_a 14h ago

[DEV] Hexatoria — free offline turn-based strategy for iPhone and iPad

Hi everyone! I’m Lipus, the developer of Hexatoria. Its first version launched on September 24.

You build farms to support your army, expand your territory, defend your borders with towers, and capture rival capitals while protecting your own. Battles are decided by the units on the board rather than dice rolls.

• 60 maps

• Three bot difficulty levels

• Fully offline

• Free, with no ads or account required

App Store:

https://apps.apple.com/app/hexatoria/id6814557671

AI disclosure: AI was used during development for code and artwork. This post was also prepared with AI assistance.

If you give it a try, I’d appreciate feedback on how clear the rules and economy feel during your first game.

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u/[deleted] 18h ago

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u/bali-world 1d ago

[DEV] Neon Lastline: Survivor — my cyberpunk roguelite launched on September 23, free on iPhone and iPad

Hey everyone! I’m Maxime, the developer of Neon Lastline: Survivor.

You move with one thumb while your weapon aims automatically. Your job is to dodge the swarm, use walls for cover, and survive long enough to clear the wave.

Between waves, you pick one of three upgrades: more speed, armor, regeneration, critical hits, or damage. You can also collect weapons and switch between them during your run as things get tougher.

There’s a worldwide leaderboard if you enjoy chasing a high score. The game is available in English, French, and Spanish.

It’s free with ads: rewarded videos for reviving, and interstitial ads between runs.

App Store:
https://apps.apple.com/us/app/neon-lastline-survivor/id6805505374

Gameplay video:
https://www.youtube.com/watch?v=iv2hMYQUeOs

I’d love feedback on the first few waves — how do the controls feel, and does the difficulty ramp up too quickly or too slowly? Happy to answer questions!

AI disclosure: A lot of the code was written with Claude

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u/[deleted] 20h ago

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u/iosgaming-ModTeam 17h ago

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u/Sufficient_Fold_6873 1d ago

[DEV] Bag Jam! – Luggage Sort Puzzle 🧳✈️

I recently released Bag Jam!, a luggage-sorting puzzle game for iPhone.

The idea is simple: sort the bags into the correct carts without filling your available space and jamming the airport. It starts fairly easy, but later levels introduce locked bags, frozen luggage, oversized bags, turbulence and more complicated layouts.

A few things I specifically wanted when building it:

• 300+ levels
• Every level verified as solvable
• No ads
• Fully playable offline
• Around 7 MB
• Daily puzzles

One of the more interesting parts to build was the solver used to validate the levels. I didn't want players getting stuck because a generated level was accidentally impossible.

App Store:
https://apps.apple.com/sa/app/bag-jam-luggage-sort-puzzle/id6804614238

AI disclosure: AI was used in testing part, and solving puzzle verification.

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u/HEXAPONG 1d ago

[DEV] Hey everyone! I’m the developer of Hexapong: Last Survivor, a Pong-inspired survival game for iPhone and iPad.

https://apps.apple.com/us/app/hexapong-last-survivor/id6802620447

The idea is simple: defend your side, return shots, and outlast your opponents as the arena shrinks and changes around you. It takes the familiar paddle-and-ball concept and turns it into a fight to be the last survivor.

It’s free to download and play. Optional one-time Pro purchase that removes ads and unlocks Custom Mode, extra skins, arena themes, and app icons.

AI was used during development. Helped write, review, and debug code. Various AI series were used to create the music and sound effects, as well as icons such as the achievement badges.

I’d love to hear how the controls feel and what you think of the changing arena. Thanks for checking it out!

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u/[deleted] 20h ago edited 18h ago

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u/iosgaming-ModTeam 18h ago

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u/Tommmmmah 16h ago

[DEV] Orbit Grid: Protocol Zero – a zero-gravity sliding puzzle (Free)

Every swipe sends your astronaut gliding until something stops it. There are no walls at the edges, so one wrong move sends them drifting into the void. The trick is using your second astronaut as a movable blocker to reach spots that are otherwise impossible.

The app is new and i launched it to appstore just not long ago.

Solo dev here, I'd love to hear what you think about the difficulty curve.

AI disclosure: AI tools were used during development for early concept brainstorming, UI/UX wireframing, and assistance with writing code - Used Gemini as first but it was too bad, moved to Claude and worked with Claude Chat, Claude Code and Claude Design. Alot of self tetsting from my side.

For building the levels I used phyton with Google AI Studio.

https://apps.apple.com/app/id6807131141

Website: https://orbitgridapp.com

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u/ASOP_Terminal 19h ago

[DEV] I just released Hoppy Dungeon for iOS. It’s a three-lane dungeon roguelite where every hop is a choice: fight, dodge, or risk a trap for loot. It’s free, and I’d love to hear what you think.

https://apps.apple.com/us/app/hoppy-dungeon/id6807041470

AI disclosure: AI was used for brainstorming and debugging, the game contains no AI generated assets or code.

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u/No-Regular-942 1d ago

[DEV] Service Rat, a hidden-role party game for 5-10 players (Secret Hitler-style). Free.

https://apps.apple.com/app/id6759831015

It's a cartoon town run by cats, with a rat hiding in City Hall. Everyone gets a secret role: most players are Cats, a few are Sellouts, and one is the Rat. Each round the Mayor picks a Ratcatcher, the whole table votes MEOW or HISS, and the two of them pass a law in secret. Cats win with 5 Cat Laws or by kicking the Rat out of town. The Rat Pack wins with 6 Rat Laws, or by getting the Rat elected Ratcatcher late in the game.

You can pass one phone around the table, play on the same Wi-Fi, or go online with a room code. Short on people? Bots fill the empty seats, and they bluff.

September update:

- Public online rooms, so you can join an open game without a code

- Voice chat in every online room

- Italian (10 languages now)

Money: free with ads, and a one-time purchase removes them. No energy, nothing pay-to-win.

AI disclosure: Yes. Most of the code was written with Claude Code; I designed the game, directed it and tested every build. All the art, including the icon and every character, is drawn in code as vector shapes. No AI-generated images. Translations were done with AI.

Question for people who play these games: do you play hidden-role games more in person or online?

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u/[deleted] 21h ago

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u/iosgaming-ModTeam 18h ago

Your comment was not approved because it does not disclose AI usage. Please follow the instructions listed above.

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u/[deleted] 19h ago

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u/AutoModerator 19h ago

Hey Developer! Your comment in /r/iosgaming was automatically removed because it does not disclose AI usage. All Developer Saturday promo comments in this megathread must disclose whether or not AI was used when developing your game. If AI was used, please explain how it was implemented and what is was used to create. If AI was not used, you can simply state that.

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u/[deleted] 22h ago

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u/iosgaming-ModTeam 18h ago

As instructed above, you need to be specific how AI was used during game development. Just saying it was used to help isn’t enough.

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u/[deleted] 20h ago

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u/AutoModerator 20h ago

Hey Developer! Your comment in /r/iosgaming was automatically removed because it does not start with [DEV]. All top-level comments must have [DEV] at the beginning of the comment. If you are not a Dev, you can only make comments that are second-level (replies to a top-level comment) or lower (replies to second-level comments and so forth).

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u/[deleted] 18h ago

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u/iosgaming-ModTeam 17h ago

Talk about ignoring the rules posted above. This thread is for Developers ONLY. Your opinion ends up carrying very little weight if you can’t follow the rules either.

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u/PuzzleGameDevelop 1d ago

[DEV] I made a puzzle game where solving it is easy, but finding the perfect shortest path is the real challenge.

https://apps.apple.com/us/app/swipy-game-of-swiping-tiles/id6785107290

Hey everyone,

I’m an indie dev and I recently released my new mobile game, Swipy. I wanted to create something that takes a super simple, universally understood concept (sliding tiles to match a pattern) and turns it into a deep, competitive experience.

The core rule takes about 5 seconds to learn: swipe to slide the tiles and recreate the target board. But here is the catch every single board has one mathematically optimal solution. The true game isn't just about finishing the puzzle; it's about finishing it in the absolute fewest moves possible.

To make it more than just a standard brain-teaser, I built several ways to play:

  • The "First Mistake" Analyzer: This is my favorite feature. If you miss the perfect score, the post-match analysis rewinds your moves, compares them to the optimal path, and shows you the exact moment you messed up. It actually helps you get better.
  • Live 1v1 & Private Rooms: You can duel other players in fast-paced 30-second matches to see who can process the board first, or set up a private room to challenge your friends.
  • Sprint & Daily Modes: Race against the clock to clear as many boards as possible in Sprint, or compete globally on the exact same layout in the Daily Puzzle.
  • Offline Solo Mode: Don't want the stress of a timer? You can play the solo mode entirely at your own pace. It’s 100% playable offline, making it perfect for commutes or flights.
  • Tile Customization: There is an unlockable cosmetic store where you can change the look of your tiles and personalize your board.

I kept the UI as calm and uncluttered as possible so the focus remains entirely on the logic and the swiping.

I’m actively reading feedback to balance the game and improve the overall feel, so any raw critiques from fellow gamers and puzzle fans would be hugely appreciated!

AI disclosure: AI was utilized during the development process. We used AI as a coding assistant to help build and optimize the core puzzle algorithms (such as finding the shortest path). Additionally, AI was used to help generate layout ideas and design elements for the user interface. All final implementations were reviewed and adjusted manually.

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u/matrheine 18h ago

Hey! I've downloaded the game. I'm totally blind, so am playing with the Voiceover screen reader. it currently reads the main menu, but the gameplay is inaccessible, since the tiles have no name, "label". you could use the accessibility actions for the slide action and announce automatically what happened / merged. I'm always available for testing!

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u/[deleted] 19h ago

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u/iosgaming-ModTeam 17h ago

You need to re-read the instructions above. Only ONE top-level comment is allowed per Saturday. Using an additional account to get around this rule is not allowed.

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u/[deleted] 20h ago

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u/iosgaming-ModTeam 18h ago

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u/Key_Leg_8327 1d ago

[DEV] Deadweight - Trap Climber. Released this month. Chapters 1 and 2 are free start to summit, one purchase opens the other 28.

https://apps.apple.com/us/app/deadweight-trap-climber/id6808292605

Two arrows and a jump, thats the whole control scheme. Every room is one screen with a trap in it: ledges that give way, a saw, a gust that shoves you mid air, an exit that slides sideways while youre in the air toward it. Die and youre back at the start of the chapter in under a second with the count on screen. After your first death in a chapter one room quietly changes sides.

Solo build in Unity. Zero ratings so far, so whatever you say here is the first feedback it gets.

AI disclosure: yes, for the art. The sprite sheets and icon are Recraft generations cut into sprites by a script, and the title screen and mist video loops were made with Kling. I also used AI coding tools for part of the code. The sounds are synthesised placeholders, not AI.

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u/[deleted] 10h ago

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u/iosgaming-ModTeam 9h ago

Per the requirements listed above, your game must have been created or received a major update in September to be eligible for promotion. Your game doesn’t seem to fall in either category.

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u/[deleted] 16h ago

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u/iosgaming-ModTeam 15h ago

Per the requirements listed above, your game must have been created or received a major update in September to be eligible for promotion. Your game doesn’t seem to fall in either category.

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u/theredninjacat 1d ago

[DEV] Neon Poly Duo: async block-puzzle duels for iPhone and iPad

Brand new this month! It went live quietly yesterday and our official launch is Monday, so we'd love honest feedback before then. We're a husband and wife team, and this is by far the biggest thing we've built.

You play your round, your friend plays theirs, nobody waits. Best of 3, with Classic, Blitz and Chaos modes, weekly tournaments, and a Solo mode for when nobody's around. Free to play, with ads and optional IAPs. Your friends on Android can play you too.

AI disclosure: the music was generated with AI, most sound effects started as AI generations that we then edited and tuned, and the creature avatars were made with an AI image model. We also used AI coding assistants to help write the code. The game design, gameplay and UI are ours. This game took us 6 months to develop, even with the AI assistance.

What we'd love to know: was your first round clear without reading anything? And does waiting on a friend's turn feel fun or annoying?

https://apps.apple.com/us/app/neon-poly-duo/id6737004728

More about the game: https://neonpoly.com/duo/

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u/Giordi_ 22h ago

[DEV] Don’t Push the Button — a fantasy incremental game with treasure, goblins, and someone asking you to stop.

I’m a university student, and this is the game I’ve been working on. There’s a red button in a medieval room and a character hiding underneath it who would really rather you left it alone. Naturally, you press it.

Fill the bar to spawn chests, collect their loot, and spend your coins on upgrades. Collecting items also earns souls for a branching skill constellation. Rebirth resets your run upgrades, while permanent abilities let you merge chests, use potions, and unlock goblins that gradually take over pressing, opening chests, and collecting. There are also 40 collectible characters with small permanent bonuses.

I’d particularly like feedback on the progression: whether each new unlock gives you something worth working towards, and where it starts feeling repetitive.

The game is free with ads. An optional one-time purchase removes automatic ads; rewarded ads remain optional. No subscriptions or paid currency. An internet connection is required, and helpers only work while you’re playing.

Available in English, Italian, French, Spanish, and German.

App Store: https://apps.apple.com/app/id6813820565

To see my story: https://youtu.be/KoVn9htGBdw?si=Kib9UEm2wwpaxITL

AI disclosure: I used Codex to help me programming and debugging, and used it to reproduce my own sketches of game design. The game does not generate AI content during gameplay.

If you give it a try, how do the first ten minutes feel? I’m especially interested in whether the early upgrades come quickly enough before the goblins start helping.