Developer Couple #IndieGames #gamedev #indiedev #wishlist https://xitter.cf/t.co/x4gBEasyEW

Joined March 2025
She was supposed to sell stickers, not serve choreo. #game #indiegame #illit #sticker #art
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日本の皆さん、こんにちは! 夫婦ふたりで『Sticker Shop Cozy Idle』を作っています🧸 生成AIの導入で仕事を失ったイラストレーターが、それでも「人の手で描いた絵を好きな人はいる」と信じ、借金返済のためにアーティストアレイで小さなお店を始める物語です。 ゲームは、この手描きコミックから始まります✍️ #インディーゲーム #ゲーム制作 #コージーゲーム
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I saw this in reddit. My twitter page and games is like this too.
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Her company switched to AI-generated art, and she lost her job. Convinced that people still care about human-made work, she opens an Artist Alley booth to pay off her debt. That’s how Sticker Shop Cozy Idle begins. Would you keep the comic intro, or get to the booth faster?
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このパック、開ける? それともそのまま売る?👀 ステッカーパックを集めて、開けて、売って、 小さなステッカーショップを育てる ほっこり放置ゲームです。 『Sticker Shop Cozy Idle』 #インディーゲーム #放置ゲーム #ゲーム制作
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One of our most useful development failures came from the pack-opening screen. The first version worked like a normal progress control: a track, a fill bar, and a round handle dragged from left to right. It was readable and technically reliable, but it did not feel like opening a sticker pack. The player was operating a slider while the artwork waited behind it. We replaced the generic control with artwork drawn specifically for the interaction. Each pack is now built from three aligned images: the package background, a sliding cover, and an opening tab. The tab follows the player’s drag, while a shader clips the cover from left to right. If the player moves back before completing the tear, the package closes with the movement instead of locking progress in one direction. The change exposed a second problem. The same pack had to appear in the collection area, inventory, and opening sequence. Unity UI images and sprite renderers did not always interpret the visible bounds and pivots in the same way. Individually trimmed layers looked correct on their own but drifted apart when stacked at different sizes. Our solution was to treat every layer as part of one coordinate contract. All three images use the same full 512-by-640 canvas, centered pivot, and untrimmed rectangle. A hybrid view lets SpriteRenderers follow UI RectTransforms, so the layout remains on the Canvas while the artwork can still use shaders and sorting layers. Dragging is calculated from the point where the player first clicks, rather than from the absolute cursor position, which removed the dead movement we felt in early tests. The reusable lesson was simple: when an interaction depends on layered artwork, asset preparation is part of the system design. Shared canvas size, pivot, state ownership, and interruption behavior should be decided before polishing the animation. A prototype slider was useful for proving the flow, but testing the real artwork early revealed problems that placeholder UI could not. Sticker Shop Cozy Idle exists because we love the human side of artist alleys: handmade work, tiny booths, collectors, and the nervous excitement of a first sale. Building it has reminded us that cozy presentation still needs precise technical rules underneath. When those rules are stable, the player never has to notice them. They can simply enjoy tearing open a pack and wondering what is inside. #IndieGame #IndieDev #IdleGame #IndieGame #cozygame
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We’re both artists, and over the years we’ve had tables at a lot of artist alleys. We’ve always loved the whole feeling of them: setting up the table, arranging all the prints and stickers, meeting other artists, and seeing someone get excited about something you made. We wanted to put some of that feeling into a game. It’s called Sticker Shop Cozy Idle. You start with a small stand, collect sticker packs, and then decide whether to sell them sealed or open them to see what’s inside. New stickers go into your collection, duplicates can be sold, and the money you earn goes toward paying off your debt and growing the shop. Later, you can add more counters, hire assistants, and keep expanding. The stickers themselves are probably the part we’re spending the most time on. We have around 120 hand-drawn stickers in the game right now, and we’re aiming for at least 240 by release. My wife is drawing them one by one, so our folders are slowly turning into a very strange mix of cute animals, plants, food, and anything else we think would be fun to find inside a pack :) #IndieGame #IndieDev #IdleGame #IndieGame #cozygame
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Our Steam capsules weren’t getting many clicks, so we made a few small changes. They were reading more like a drawing/craft game, while Sticker Shop is really about collecting and opening sticker packs. My wife drew the updates by hand. Do the new versions read better? #indiedev
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Our game begins with a short comic about getting accepted into Artist Alley. Then you set up your little stand, collect sticker packs, and make your first sales. We have so much love for the artists who make these spaces special, and I hope our little game finds its way to them someday. 💛 steam page store.steampowered.com/app/5…
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I found this lovely video on YouTube, and it instantly reminded me why we set our game in an Artist Alley. Watching an artist get accepted, set up their booth, and make that first sale captures the exact feeling we want our opening to have. 💛 youtube.com/watch?v=5omkoSno… #ArtistAlley #CozyGames
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🧠 Sell the sticker pack. Guaranteed profit. 🐒 Me: OPEN THE PACK OPEN THE PACK OPEN THE PACK
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My wife loved working on this game so much that she keeps making little drawings for it. I just had to share this one, isn’t it adorable? 🥹❤️ #IndieGame #IndieDev #IdleGame #IndieGame #cozygame
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Should I work on a sticker placement effect like this for my game? I’m using Unity, so I’m not sure how hard it would be to recreate, but I definitely want to experiment with it after seeing this. Right now, my stickers attach with some rotation, shine, and reflection effects but an actual “sticking” animation like this could make them feel so much more satisfying. #unity #indiegame #IdleGame #IndieGame #cozygame
Have you already checked out the sticker shader included in the Complete Godot VFX Handbook package? More 2D, UI, and 3D VFX are coming soon! ➡️ jettelly.com/store/complete-… #godot
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While you watch a few packs open, a little honesty: our second game’s trailer has been out for 2 days, and engagement feels much like our first game’s. Maybe I’m being overly optimistic, but I still believe one post could take off and help this sweet little game find its people. 💛 #IndieDev #IdleGame #IndieGame #cozygame
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My wife and I just launched the Steam page for our second game together! ✨ Sticker Shop Cozy Idle is a cozy idle game about collecting sticker packs, opening or selling them, filling your album, and growing an Artist Alley booth. #IndieGame #IndieDev #IdleGame #IndieGame #cozygame
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Dice Carnival just passed 10 reviews on Steam. We are currently at 12 reviews and the game is marked as Positive. For a small team releasing our first game, this feels incredible. Our first week is not even over yet, and the support has been way beyond what we expected. Thank you so much to everyone who played, reviewed, shared, wishlisted, or sent kind words. We learned a lot from this launch, and we’ll keep supporting Dice Carnival with updates, bug fixes, balance changes, and community feedback. We had also started working on our second game, and everything we learned here will help us make that process smoother too. Thank you. This means a lot. #DiceCarnival #IndieGame #Roguelike #IndieDev
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I think I just found a ridiculous build in my own game. The game is Dice Carnival, a dice based roguelike we just released on Steam. I was playing around with the Early Bind token and ended up using it to keep upgrading the same die over and over. After that, I started taking upgrades built around a single die strategy, and things got out of hand very quickly. At this point, my Tickets and score are scaling way harder than I expected. I honestly don’t know how many rounds I can keep pushing with this setup, but it is already looking pretty absurd. This is one of the funny problems of testing a game mostly by yourself. Some combinations look fine on paper, then suddenly you discover a token that can turn into a monster if the right upgrades appear around it. I’ll probably have to nerf this at some point, but for now, if anyone is struggling to clear the first Tour, I actually recommend trying a single die build with Early Bind. Just be careful with bosses. If the wrong boss appears, you may need to change your build very quickly.
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Replying to @dpccoin
@dpccoin yan yanayız ss ledim hemen :D
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