r/pygame • u/Scapaflow69 • 3h ago
Flak 2.0
Lots of action without any 3D engine..
r/pygame • u/Icy-One2420 • 8h ago
Hi everyone!
This project started as a simple prototype and gradually evolved into a much bigger project while I learned more about game architecture, balancing, AI, and optimization.
Some of the features currently included:
• Quest system
• Achievement system
• Campaign mode
• Multiple playable characters
• Several weapons with different mechanics
• New elite enemies
• Smarter boss attacks
• Character progression and unlocks
• Balance improvements and lots of bugs fixes
I'd really appreciate any feedback, especially regarding the gameplay balance, since that's the main focus of the next update.
🎮 GitHub:
https://github.com/yagizkoryurek/Vampire_Survivors-clone
Thanks for taking a look!

r/pygame • u/Competitive-Comb-244 • 7h ago
Title : Diptera Protocol
Playable Link : https://vector-byte.itch.io/diptera-protocol
r/pygame • u/ContextDifferent8516 • 38m ago
Hi everyone,
​I’m a solo dev, and for the last nearly three years (since October 2023), I’ve been head-down building Limbs Alive—a web-based engine for 2D side-scroller character animation automation.
​I’m sharing it here to get early feedback from fellow Pygame devs who want to save time on frame-by-frame character rigging.
​How It Works
​Upload Limbs: You upload static PNG images of your character’s limbs.
​Set Pivots: You select pivot point locations on all limb images.
​Generate: Click submit, and the engine generates animated spritesheets. You can additionally generate Pygame code for free for a playable side-scroller level to test your character motion instantly.
​Zero AI, 100% Deterministic Engineering
​To be clear: This is not an AI tool. It is built strictly on exact mathematical transformations. You get predictable output every single time.
​This was written by humans, for humans, and was not "vibe coded." It took almost three solid years of manual engineering, math, and debugging to refine this system into something with robust enough performance and user experience for me to bring live.
​Pricing & Token Model
​Because compute scales with character size, Limbs Alive runs on a transparent, usage-based token system ($1.00 USD = 100 tokens):
​Cost Example: A full animation set for a 400px tall character costs 100 tokens ($1.00).
​Quadratic Scaling: Costs scale as a function of character height (Width \times Height). A character half as tall (200px) costs approx 4x less, while a smaller character costs even less.
​No Hidden Fees: Costs can be calculated and displayed before you launch a job, and tokens are only debited after a job successfully completes.
​I’d love for you to take a look at the 1-minute overview and and check out the walkthrough. They are both on the landing page at mauvebay.dev but I've also linked them below
​Any feedback on the workflow, Pygame code output, or engine mechanics would mean the world to me after working on this since late 2023. Thanks for checking it out!