We're a small team making our first game, Wyrd Hands, in Unreal Engine 5.8 with C++. The free demo is out for Windows, Linux and Android.
The core idea: every tile carries a hand pointing up, right, down or left. A tile on the edge pointing away from its side starts a route, and a chain of hands that each point at the next, reaching the far side, clears and scores. Routes that share tiles score extra.
A few dev notes: the whole UI is built in C++ (UMG), there is a bot player we use to balance the game, and phones run a lightweight scene capped at 30 fps, all from one project that builds for Windows, Linux and Android.
We'd love feedback on your first minute with it and how it feels. Trailer: https://www.youtube.com/watch?v=OGzqe-cff-Q
Some of the art and text was made with AI assistance.
The rule that an edge tile only starts a route when its hand points away from its own side is a neat constraint, because it means the board border is doing as much design work as the tiles themselves. I also like that routes sharing tiles score extra, since that nudges players toward planning overlapping chains instead of just clearing the first line they spot. Using a bot player for balancing seems especially handy here, as it can quickly reveal whether certain hand directions end up far more valuable than others. When you tuned the spawn odds, did you weight the four directions evenly, or bias them based on where the bot kept getting stuck?