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Kabirutreja

@Kabirutreja

Joined August 15th, 2026

  • 17Devlogs
  • 8Projects
  • 3Ships
  • 39Votes
Hey Cool People out there.
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Reposted by @Kabirutreja

2h 18m logged

Welcome Again!!
So, we made the following things in 2 hours:-

  • Made the most front clock translucent as you can see in the image for a forward effect(Should I increase the transparency?)
  • Made a trail effect for player
  • Made a screen shake when player dies
  • Made the player to respond immidiately to the controls so it feels more juicy.

That’s all, and a lot more coming soon.. Kabir out!!

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2h 18m logged

Welcome Again!!
So, we made the following things in 2 hours:-

  • Made the most front clock translucent as you can see in the image for a forward effect(Should I increase the transparency?)
  • Made a trail effect for player
  • Made a screen shake when player dies
  • Made the player to respond immidiately to the controls so it feels more juicy.

That’s all, and a lot more coming soon.. Kabir out!!

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Reposted by @Kabirutreja

7h 46m logged

Did a lot of work in 8 hours: Finished all the script including the gamemanager and platform spawner, Improved the camera systeam and made it only rotate rather than move, Also did a lot of calculation to get the correct values for managing the difficulty of game, Solved the bug that made the player sunk in the ground after jump(the player had an extra rigidbody), Made the shadow systeam to know on what place you exactly are in air, Also made an effect for when player or obstacle hits lava and imported some great textures from great creators.. Kabir out ^^..

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Open comments for this post

7h 46m logged

Did a lot of work in 8 hours: Finished all the script including the gamemanager and platform spawner, Improved the camera systeam and made it only rotate rather than move, Also did a lot of calculation to get the correct values for managing the difficulty of game, Solved the bug that made the player sunk in the ground after jump(the player had an extra rigidbody), Made the shadow systeam to know on what place you exactly are in air, Also made an effect for when player or obstacle hits lava and imported some great textures from great creators.. Kabir out ^^..

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Ship

What I made
A solo 3-day psychological game for Brackeys Game Jam 2026.2, built in Unity/C#. 25 cards, 5 hidden bombs, and an AI opponent that plays against you and lies to you about its own move via a public “mark.” You either trust the mark, ignore it and pick your own card, or hit Challenge to call it a bluff outright.

What was challenging
Reading between the lines of your devlog, the hard part wasn’t the board logic it was making the lying feel real instead of random. I built two separate probability systems for the AI (how often it avoids bombs, how often its mark is honest) and had them both degrade over time, which is a much fussier thing to tune than a simple win/lose AI. I were also clearly racing the clock as my second devlog mentions running late on the jam deadline and holding screenshots back for the final post.

What I’m proud of
Straight from your own write-up, the polish pass stands out to you specifically:

Custom particle effects for pickups/explosions
Screen shake on both win and lose
Squash-and-stretch card flip animation
A dual-character turn indicator (blue/pink) synced via Animator bools
Smooth mouse-follow camera and circle-wipe scene transitions

What testers should know before playing

It’s mouse-only, browser-playable, no install.
Memorize the board fast the shuffle gets quicker each round, so late-game is more about reading the AI’s honesty than tracking exact positions.
The AI gets less trustworthy the longer you survive.
One actual playtester (MelonJoose, in our itch comments) flagged that it’s not always visually obvious when it’s your turn to act worth telling testers to watch the turn indicator since that’s a known rough edge you’re already aware of.
There’s no “walk away” option yet the only way a run ends is by losing, so testers shouldn’t expect a way to bank progress mid-run.

  • 3 devlogs
  • 11h
  • 8.54x multiplier
  • 98 Stardust
Try project → See source code →
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28m logged

Made some adjustments here and there like now the card does not get re-shuffled once picked that makes the game fast and also the speed is a lil fast now.. sorry for no ss regarding the new updates.. ) :

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2h 6m logged

Imported the basic 2D character and made a controller for it including the actions to move in xy directions and jump.. also added the basic platform and a camera controller that will make it slowly shift upward while smoothly looking at player… The idea is as follows :- It’ll be a game where you land on progressive paltforms and don’t let lava touch you.. Hope you enjoy the series ^^

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2h 6m logged

Imported the basic 2D character and made a controller for it including the actions to move in xy directions and jump.. also added the basic platform and a camera controller that will make it slowly shift upward while smoothly looking at player… The idea is as follows :- It’ll be a game where you land on progressive paltforms and don’t let lava touch you.. Hope you enjoy the series ^^

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Ship Changes requested

What we made

A personal portfolio site.. single page, dark theme with purple/pink accents, sections for Home, About, Hobbies, Work, and Contact. Navigation links scroll you to each section instead of loading new pages. There’s also a typing animation in the hero (I’m a… Entrepreneur / Game Developer / Powerlifter / Creator etc…), cards lift up a little when you hover over them.

What was challenging

Honestly, the biggest thing wasn’t the “fancy” stuff the typing effect and scroll animations came from a library and a few lines of JS. The annoying part was getting local images to actually load. me.jpg, rps.png, glow.png, case sensitivity.

What I’m proud of

It doesn’t look like a template. But an actual finished project.

What people should test

Click See my work on the home page and check it jumps you straight to the Work section
Try it on your phone, it’s supposed to reflow into a single column, nav shrinks down,
Click into the itch.io links on the game cards and make sure they open properly in a new tab
Hover over the hobby and project cards on desktop, check they lift up smoothly
Thank you……

Try project → See source code →
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9h 38m 17s logged

The Idea

It started simple enough. Six keys, one OLED screen, one rotary encoder, a little macropad that could live on the corner of my desk and make me feel like a hacker in a movie. How hard could the case be?

Famous last words.

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Reposted by @Kabirutreja

3h 18m 18s logged

Made the personal website with some cool animation and some scrollable pages and it was a nice experience just had an issue with the time as its almost half of what time I worked..

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3h 18m 18s logged

Made the personal website with some cool animation and some scrollable pages and it was a nice experience just had an issue with the time as its almost half of what time I worked..

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172
Open comments for this post
Reposted by @Kabirutreja

9h 26m logged

I made a game for the brakeys game jam. I wanted to create something around the theme “Trust No One” that was not a story about betrayal but a game mechanic that was built entirely on something you cannot trust. That led to a card-based deduction game. There are 25 cards, 5 hidden bombs and an AI opponent that does not just play against you it lies to you. Every round the AI secretly picks a card. Then publicly marks a card number as its supposed pick. That mark can be honest or a complete bluff or lie. You never see which. The number. Your job is to decide whether to trust it pick your card instead or call its bluff directly with a Challenge button. The AI gets progressively less trustworthy as the game goes on.

What I Built

Core gameplay loop

A 25-card board with 5 fixed bomb positions, generated and shuffled every round. A shuffle system where cards physically swap positions getting faster and in time each round to increase difficulty. An AI opponent with two probabilities or systems you can say: how often it avoids bombs and how often its public mark is actually honest. A Challenge system letting the player call out a bluff directly of picking a card. A genuine gamble with either win or lose conditions.

Polish

Custom particle effects for diamond pickups and bomb explosions. Screen shake on game end (either win or lose). A full audio system. Squash-and-stretch style animation on card flips and button feedback for juice. A dual-character turn indicator (blue for player pink for AI) driven by Animator bools synced to whoevers turn it is. A smooth mouse-follow camera with boundaries. A simple circle scene transition system connecting a Main Menu to the game scene or game scene to game scene.

Everything is built in Unity (C#)

What I’d Add With Time

A “Walk Away” option to bank progress mid-run instead of being forced to keep pushing or eventually losing. Currently the only way the game ends is. Losing outright. A visible (but abstracted) trust meter so players get a feel for how honest the AI is, rather than reading it purely off vibes and round count. A use “reveal” ability to make card-tracking matter across the whole game not just the first couple of rounds before the shuffle outpaces human memory.

This was built solo for Brakeys Game Jam in 3 days. Feedback’s always welcome. Will add the screenshots, in final devlog because right now I’m running late on time for the jam submission. Thank you…

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9h 26m logged

I made a game for the brakeys game jam. I wanted to create something around the theme “Trust No One” that was not a story about betrayal but a game mechanic that was built entirely on something you cannot trust. That led to a card-based deduction game. There are 25 cards, 5 hidden bombs and an AI opponent that does not just play against you it lies to you. Every round the AI secretly picks a card. Then publicly marks a card number as its supposed pick. That mark can be honest or a complete bluff or lie. You never see which. The number. Your job is to decide whether to trust it pick your card instead or call its bluff directly with a Challenge button. The AI gets progressively less trustworthy as the game goes on.

What I Built

Core gameplay loop

A 25-card board with 5 fixed bomb positions, generated and shuffled every round. A shuffle system where cards physically swap positions getting faster and in time each round to increase difficulty. An AI opponent with two probabilities or systems you can say: how often it avoids bombs and how often its public mark is actually honest. A Challenge system letting the player call out a bluff directly of picking a card. A genuine gamble with either win or lose conditions.

Polish

Custom particle effects for diamond pickups and bomb explosions. Screen shake on game end (either win or lose). A full audio system. Squash-and-stretch style animation on card flips and button feedback for juice. A dual-character turn indicator (blue for player pink for AI) driven by Animator bools synced to whoevers turn it is. A smooth mouse-follow camera with boundaries. A simple circle scene transition system connecting a Main Menu to the game scene or game scene to game scene.

Everything is built in Unity (C#)

What I’d Add With Time

A “Walk Away” option to bank progress mid-run instead of being forced to keep pushing or eventually losing. Currently the only way the game ends is. Losing outright. A visible (but abstracted) trust meter so players get a feel for how honest the AI is, rather than reading it purely off vibes and round count. A use “reveal” ability to make card-tracking matter across the whole game not just the first couple of rounds before the shuffle outpaces human memory.

This was built solo for Brakeys Game Jam in 3 days. Feedback’s always welcome. Will add the screenshots, in final devlog because right now I’m running late on time for the jam submission. Thank you…

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Ship

I made a game about the original Stone paper scissor game .. I came across this idea from many inspiration like getting enemy to destroy itself and the online SPS game where one player can’t see others play and also from a fps game that i used to play a lot.. I learned some c sharp function, new functions of unity, github repo system and unlocked some crazyy ideas…. the thing i stuggled with was to get all the bugs in place like one which took me 3 hrs is the camera one and it’s still not proper but the game is now playable.. i want that people should enjoy this game in a cozy feel and actually interact to tell the issues I missed.. that’s all

  • 3 devlogs
  • 11h
  • 8.96x multiplier
  • 99 Stardust
Try project → See source code →
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1h 26m logged

Finally made the first version of the ready game
Progress :-

  • Game Over Mechanic
  • Made the UI for thegame
  • added the sounds
  • increased fps
  • particle effect on box spawn
  • implemented the score system
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