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Fun-first mobile games for grown-up players

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Tag: indie game development

Posted on July 14, 2025July 14, 2025

🧠 DevLog #13 – Bringing It to Life on Mobile

A smartphone displaying a puzzle game interface from "Crazy Little Robots," featuring colorful robot icons, gates, and switches on a teal grid. Text at the top reads “Crazy Little Robots – Mobile Milestone,” representing progress in DevLog #13.

Big milestone this week — Crazy Little Robots is now running on my phone! With three playable levels and working controls, it finally feels like a real mobile game. This week, I’m jumping back into design, polish, and gameplay tweaks.

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Posted on July 7, 2025July 7, 2025

🧠 DevLog #12 – Building Bigger, Testing Smaller, and Surviving Paperwork

Devlog illustration featuring a teal robot beside a smartphone displaying a puzzle game, with papers and a coffee mug labeled 'Imagine Beyond' on a wooden desk.

This week’s devlog dives into mobile build prep, early demo level work, and the never-ending mountain of indie dev paperwork. Not flashy — but critical steps to get Crazy Little Robots ready for prime time.

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Posted on June 16, 2025June 30, 2025

🧠 DevLog #9 – Camera Fixes, Menus, and Business Mayhem

A cozy game dev workspace with a monitor displaying the Unity game “Crazy Little Robots.” Sticky notes above the screen read “DevLog Ideas,” “Main Menu,” and “Keep It Fun!” — capturing the behind-the-scenes vibe of an indie game devlog.

This week’s devlog talks about more admin than action, but not without progress. The camera’s back under control, robots now exit gracefully, and the first draft of the main menu is live. Mobile layout is next — if I can find time between all the paperwork.

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Posted on June 9, 2025June 30, 2025

🧠 DevLog #8 – From Test Rooms to Real Levels

A colorful scene showing a teal robot near a yellow floor switch and a red gate — featured in the latest indie game devlog.

From tiny test rooms to a real, playable level — this week’s devlog is all about turning systems into something that feels like an actual game. With prefabs polished and a level template locked in, the path forward is getting clearer (and a lot more fun to build on).

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Posted on June 6, 2025June 5, 2025

30 Days or Bust – Week 2: Mixed Signals and Forward Motion

Week 2 brought less optimism but no less determination. A lukewarm VA meeting, more investor outreach, and thoughts of crowdfunding added weight to an already busy week. Still, I’m pushing forward — quietly, steadily — to give this game the best chance it has.

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Posted on June 2, 2025June 17, 2025

🧠 DevLog #7 – Walls, Demos, and Deadline Energy

Colorful puzzle game scene showing a wheeled robot near a red button, lever, and door—featured in this week’s devlog update on demo progress and funding sprint milestones.

Week 1 of the final funding sprint is done, and this devlog captures the chaos: wall prefabs are ready, the second robot is colored and functional, and the first playable mobile demo is almost within reach. Also: a mountain of admin, funding forms, and a VA meeting on the horizon. The sprint is real.

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Posted on May 30, 2025May 29, 2025

30 Days or Bust – Week 1: Prefabs, Pitches, and Pushing Forward

The countdown has begun. With just 30 days of funding left, I’m building in public, balancing game dev, funding outreach, and family life. This week: investment pitches, prefab progress, robot art, and prepping for a critical VA meeting. The sprint is on — no panic, just purpose.

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Recent Posts

  • 🧠 DevLog #13 – Bringing It to Life on Mobile
  • 🧠 DevLog #12 – Building Bigger, Testing Smaller, and Surviving Paperwork
  • 🧠 DevLog #11 – Yellow Robot Complete + A Gate for Everyone to Avoid!
  • 🧠 DevLog #10 – Camera Ready, Gates Explained, and Business Chaos
  • 🧠 DevLog #9 – Camera Fixes, Menus, and Business Mayhem

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