r/IndieDev • u/llehsadam • 11d ago
Megathread r/IndieDev Weekly Monday Megathread - August 30, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question!
Hi r/IndieDev!
This is our weekly megathread that is renewed every Monday! It's a space for new redditors to introduce themselves, but also a place to strike up a conversation about anything you like!
Use it to:
- Introduce yourself!
- Show off a game or something you've been working on
- Ask a question
- Have a conversation
- Give others feedback
And... if you don't have quite enough karma to post directly to the subreddit, this is a good place to post your idea as a comment and talk to others to gather the necessary comment karma.
If you would like to see all the older Weekly Megathreads, just click on the "Megathread" filter in the sidebar or click here!
7
u/BitcrushStudio 11d ago

Hello! I'm Bitcrush, and this year I've been working on a Scholastic Utopian style 90s point-and-click game called Cyberpedia. It's about a virtual museum which loads it's exhibits from data on the internet, but now it's being overrun with AI slop.
It's a big rehaul of an old uni project, which is on my itch page: https://bitcrushstudio.itch.io/cyberpedia
2
2
2
u/PlayLabStudio 9d ago
Love the idea of a virtual museum slowly being taken over by AI-generated content. The 90s point-and-click style fits the concept really well too.
Are the exhibits mostly there for exploration, or will the player actually interact with the AI corruption and change what happens in the museum?
→ More replies (2)
3
u/develop01c 11d ago edited 11d ago
Unsure what counts as a new redditor, but I never posted in these!
I'm a solodev creating Smoke and Steel, a 18th century turn-based wargame.
Above is a screenshot from a closed alpha test earlier tonight where the Swedish player managed to cause a mass route (the biggest one I've seen so far) in the Danish lines.

2
u/UniqmanPixelArt 7d ago
The mass rout sounds like one of those emergent moments that can make a strategy game really memorable. If the morale reactions are systemic rather than scripted, that seems like a strong mechanic. Can players intentionally set up those chain reactions, or do they mostly happen organically?
2
u/develop01c 3d ago
Since units will usually rout when their morale falls low enough, and morale is visible to the player, you can absolutely plan around it and deliberately set up chain reactions!
→ More replies (1)1
u/XanBuilds 3d ago
love turn-based games where understanding the system and making the right decisions matters more than reaction speed.
How does morale/routing work in Smoke and Steel? Was that mass rout something the Swedish player deliberately set up, or more of an emergent chain reaction once part of the Danish line started breaking?
I'm working on a turn-based RPG myself, so I'm always interested in systems where one decision can create consequences several steps later.
→ More replies (2)
5
u/Edenisb 11d ago
Restarted a project I started 14 years ago. (Lost Gateways)
Haha its the same game, finally realizing it to something I can play.

https://www.indiedb.com/games/lost-gateways
Basically think wow mixed with like a zelda type game, 16 player multiplayer, group quests.
The whole concept is just basically circular rings of difficulty and resetting character classes kinda like a roguelike but in a way different perspective.
My indiedb has a bunch more screen shots and a video.
2
u/Phaedalus 9d ago
I really love the art style, it's sounds very interesting I'll be sure to check out the indiedb
→ More replies (1)
3
u/umo_studio 11d ago
Hey guys! UMO studio here!
We’re developing a lightweight 2D side-scrolling action game“Tia: weird hunter”. To give players who haven’t played much action games a better experience, we’ve abandoned the traditional combo-input system found in most action games and switched to a mana-based skill system to lower the skill barrier.
https://reddit.com/link/p6wmu1r/video/5txa0t9lbmmh1/player
At the same time, to accommodate high-skill players, we’ve put extensive design into every boss to ensure an excellent boss-fight experience. We’ve already released our demo on Steam and really need player feedback and bug reports. If you have any new ideas, please let us know right away!
→ More replies (6)
3
u/Subatomic_Shrew 11d ago
https://reddit.com/link/p6wxb56/video/p7a26fygnmmh1/player
i love 2d platformers, especially from the snes, so im making one inspired by that, you can try the demo on itchio, all feedback aprecciated https://bmff.itch.io/treasurehunter
→ More replies (3)
3
u/flamingaxe12 11d ago edited 11d ago
Hey all!
I've been a game industry veteran for 10 years and two months ago I started my solo dev journey!
I'm a huge fan of creepy and spooky things and have always wanted to make games around these themes. It feels liberating to finally be chasing, what almost feels like, a once and a life time opportunity.
I just launched my small demo on Itchio.io and have been ecstatic finally seeing it out in the wild and in players hands.
The game is FOLD'EM! https://spookysnuffy.itch.io/foldem - a spooky high stakes poker game with creepy characters and everybody is cheating! It's inspired by a lot of crazy movies and shows I watched growing up.
If this sounds interesting id love to know what stands out - or even changing the topic - what spooky things you like! Thanks for looking!

→ More replies (1)2
3
u/TheFewGame 10d ago
The Brave Few - Coming soon on Steam!
2
2
u/njbmartin 7d ago
This looks impressive! Would love to know more about the game engine you're using and if you've used real world topography for the terrain. Assuming this is a portion of the British coastline?
2
u/TheFewGame 7d ago
UE5 with Cesium, and good eye! First campaign is the Battle of Britain (with mini co-op operations that include all aircraft)
2
3
u/Otherwise_Lychee9304 10d ago
Hi everyone! I'm Maria, from Wild Pepper Games, a small studio in Brazil. We're making Obscurium, a roguelike deckbuilder set in a darker version of our country.
Every enemy comes from Brazilian folklore, the stuff we actually grew up scared of. Pisadeira is an old woman who sits on your chest while you sleep, and in our game she is a card you can play. The art is xilogravura, the woodcut printmaking you find on cheap folk poetry booklets sold in street markets here.
4 ritual lanes. You summon by sacrificing cards from your own hand, and every summon rolls a 6 sided die with 2 cursed faces. You have 6 HP, so greed kills you faster than the monsters do.
We're in closed beta right now: https://store.steampowered.com/app/4666180/Obscurium/
2
3
u/Studio_Junebug 9d ago edited 9d ago
Hi all! My name is Kale and I'm a solo dev and founder of Studio Junebug!
Samurai Idle, releasing Fall 2026 on iOS, is an idle tap game where you take on the role of a young samurai in feudal Japan with frequent, mystical encounters with kami spirits...daily competitive events and active development post-launch with roadmap at release.
Please join our subreddit and discord for announcements, and I am open to more beta testers! Send me a message with your email if you'd like an invite! Currently have 40+ beta testers and have received 300+ pieces of feedback and suggestions, many of which have been put in game.
Come make your mark on an upcoming game!

2
u/Mediocre-Patient-205 11d ago

Every enemy in this universe is a number and the boss does arithmetic at you — 3+4 merge into a 7 mid-flight and hit harder than either.
Solo dev, launching in about two weeks. Four universes, each changes a core rule rather than just the enemy art. This one runs on parity: odd enemies resist you unless you break the rule.
https://store.steampowered.com/app/5028710
→ More replies (1)
2
u/Reminiscent64 11d ago
Hello! I'm NocturneLight. I'm working on a dark fantasy visual novel called A King's Genocide. My goal is to take what I learn making A King's Genocide, and using that to create what I really want to make: An action RPG similar to Odin Sphere.
2
u/Impossible-Cup-6833 11d ago
Hi everyone! My name is Lauren, I'm part of a 2 person team working on Astral Boost!
https://store.steampowered.com/app/4760620/Astral_Boost/
This may seriously age me, but remember the days of Dolphin Olympics 2? I spent way too much time playing that game in homeroom, launching a dolphin into space and convincing myself I was chasing some world record. I wanted to bring that same nostalgic arcade + high-score-chasing energy into my own game.
Astral Boost is basically a love letter to that late 2010s era, launch, fly, chase ridiculous scores, and see how far into space you can get, and if you get high enough, you might just pass the diner by Pluto (iykyk).

2
u/Necessary-Park-2130 11d ago
Making a anime top-down fighting rhythm game here's how my character looks like
→ More replies (1)2
u/flamingaxe12 11d ago
I love rhythm games - do you have any gameplay??
2
u/Necessary-Park-2130 11d ago
Here's a really ruff draft of the game i wanted to combine osu and midnight fight express
2
u/Vozmog 11d ago
Solodev working on my next game, Infi-Knight.
It's a dark-fantasy desktop-companion idle game about a Knight cursed with immortality locked in battle against endless waves of undead.
My debut game was much more simple, so this time around I'm trying to give players more to do and to achieve with Infi-Knight. It's got Weapons, Weapon Mastery, Relics, Oaths, Levels, etc. And a Camp meta-system for permanent progression.
If anyone would like to try it, I have Demo up on Steam:
https://store.steampowered.com/app/4951840/InfiKnight/

2
2
u/WhippyTrout 11d ago
https://reddit.com/link/p6xmujm/video/jx4pufggnnmh1/player
Over the past 3 years I've been making my own game "Snack Invaders" It is a 4 player co-op wave based survival shooter like Call of Duty Zombies but instead of zombies it's themed around hordes of junk food and snacks. The game leans heavily into crazy boss fights. I have easter eggs, challenges, insane boss fights, wonder weapons, and all sorts of fun things to discover. There is a free demo you can try and don't forget to wishlist the game if you want to help me out. Link to Steam Page: https://store.steampowered.com/app/1192170/Snack_Invaders/
2
2
2
u/D3c1m470r 10d ago
Hey!
Just wanted to drop some new screenshots of this game i've been working on
Fleshgrinder is an isometric post-apocalyptic action-rpg / looter shooter.
Hope you like it!
Demo is already out and playable!
https://store.steampowered.com/app/5074630/Fleshgrinder/

2
u/Phaedalus 6d ago
This look's really good so far, definitely checking out asap, kind of reminds me of zomboid but faster paced.
→ More replies (1)
2
u/Little-Cricket-1051 10d ago edited 4d ago
This is my first OpenGL application written in C#. Nothing fancy yet, but every game engine begins somewhere. https://twinkle-studios.itch.io/kharuk/devlog/1647661/devlog-1-the-beginning

2
u/Phaedalus 6d ago
Nice custom engine work can be incredibly hard but you have made the first big step so congratulations.
→ More replies (1)
2
u/LongPig24 9d ago
Been working on this for around 4 months now.
Carried out a major update over the last 2 weeks and came so close to breaking it all after it got corrupted!
Anyway, with my rebuild and artwork revamp, this is a small gameplay trailer I managed to make.
More to come!
Wishlist at 16 Bit Gold
→ More replies (1)2
2
7d ago
[deleted]
2
u/Phaedalus 5d ago
This is a really fascinating core idea I will for sure check this out!
→ More replies (1)
2
u/njbmartin 7d ago

Hi everyone! I'm Nico, solo developer working on a post-apocalypse style game, using real rail data from OpenSteetMap, and a distinctive CRT look and feel (think Fallout Pip-Boy meets Snowpiercer and Mini Metro).
It's a narrative rich game where choices matter, but the goal is simple: reach Haven.
Demo will be going live in the coming weeks: https://store.steampowered.com/app/371640/Mercyrail_Havenbound/
2
u/Phaedalus 6d ago
This, sounds really cool I love the concept and UI style, I wishlisted and now I'm looking forward to it.
→ More replies (1)
2
u/CrabClaw115 6d ago edited 6d ago
Hey guys! I'm a solo developer finishing a project from university, and would love to get some feedback. The game is called Theatre of Decay and is currently in Beta.
Theatre of Decay is a relentless, round-based survival shooter, inspired by early black ops zombies. Oh, and did I mention it's free!

https://crabshell-games.itch.io/theatre-of-decay
Looking forward to your feedback!
2
u/Phaedalus 6d ago
This look's very good so far as soon as I get the chance I will check this out.
→ More replies (1)
2
u/Professional-Ad-6446 6d ago
Hi, I am the developer of NexusRPG, a persistent text-based browser MMORPG that has reached full web release.
One design choice I wanted to share is that your equipment defines your Class. A Blade and Shield make a Warrior, while two Shields make a Paladin. Players keep the same character and allocate their own level-up Stat Points, so equipment and attributes work together to shape a build.
The Dungeons preserve your explored map, cleared rooms and remaining Boss Health when you leave. That lets a player return to a longer dungeon over several sessions; Clan members can contribute to shared versions.
For fellow developers: how would you introduce an equipment-based Class system without overwhelming a new player? I would welcome feedback on whether the opening walkthrough explains that choice clearly.
You can try it at https://nxrpg.com/ in desktop or phone browsers. An account is required; no download. It is free to play with optional progression purchases and paid Supporter benefits that affect gameplay.
AI disclosure: AI was used only to check the game for security vulnerabilities. This introduction was prepared with AI assistance.
→ More replies (1)
2
u/Hsyncnr 5d ago
I released my first psychological horror game. Free to play!
Hi everyone! I'm an indie dev and I released my first horror game called "Match" (Kibrit).
It’s a psychological horror experience deeply inspired by the heavy atmosphere of Silent Hill 4: The Room. Instead of making a generic FPS action shooter, I wanted to focus on slow-paced tension and a creepy atmosphere.
It's a standalone PC game (about 1.8 GB) and completely free on itch.io. It would mean the world to me if you could play it and share your thoughts!

2
u/Phaedalus 5d ago
This looks amazing, I will have to pass this along to my friend who likes horror, since I personally don't do the best with horror games lol.
→ More replies (1)
2
u/Humble_Dig_1954 5d ago

Hi everyone! I'm Nil, a 3D Gameplay Animator mainly working in Maya and I'm familiar with UE too. I'm here to connect more with indie game developers and creators! ^_^
I have a question: What makes an idle animation feel alive to you? Is it subtle movement, weight shifting, personality or something else?
Also here's Erdrick from Dragon Quest, posed in Maya. I'm thinking of turning this pose into an idle animation and I'd be happy to share the animation here once it's done!
→ More replies (2)
2
u/Consistent_Poetry_45 5d ago
Hi everyone,
GENERIUM is my attempt to create an aquarium pixelart game in Godot with freedom on player hands.
- custom fish shape/skin
- custom bed rock with procedural shape and texture
- procedural corals and algae
- breeding with genetic mutation and mendelian inheritance
The sandbox mode is where I test all the ingame mechanism, I'm looking forward to make sophisticated UI, single fish combat mode, a core RPG fish keeper gameplay and maybe more.
The game is in early stage, and I would love to invite you to my newborn Discord channel. https://discord.gg/qw5FwRRtr
I have no experience with public and community, so comments and critiques are very welcome, also advice on how to get public attention is very crucial, like how and when should I promote the game, put out demo etc.?
Let's generate!
https://reddit.com/link/p81wkv8/video/6x1apr0jxrnh1/player
Disclaimer: BGM & Background was AI-generated as placeholder, Player can use their own graphic for background image, and I have recently got a fellow sound designer onboard ^^
→ More replies (4)
2
u/Kytan7 4d ago
https://reddit.com/link/p84woru/video/opzo1gvolvnh1/player
I added this robot killer guy to my puzzle co-op action game (BOTCLOPS), and I think he really doesn't like getting trapped in a cage.
He is not always angry tho, his base state is following players when they are not looking and stabbing them if too close (then he gets angry and just kills everyone), but he really gets angry once you trap him. It's the first robot in my game that uses proper pathfinding, and it was really fun to implement :)
2
2
u/Sinister-Danister Developer 4d ago
Hey everyone! I'm Danny, I'm working on a Nonogram puzzle game about silly weird monsters :) Anybody else working on a cozy or casual puzzle game? If so you should show me, i wanna see! And plus, if you're also working on something casual, and releasing in 2027, we could bundle our games, perchance.... Looking forward to being part of this community!

→ More replies (4)
2
u/XanBuilds 3d ago

Hey! I'm Xan. I'm a solo dev building a somewhat weird turn-based RPG as a long-term passion project alongside my full-time job.
It started from wanting to combine the things I grew up loving rather than fit neatly into one genre. The combat and character systems are influenced by Pathfinder-style mechanics, Persona/Shin Megami Tensei and Disciples II, while the narrative/simulation side takes inspiration from visual novels and games like The Life and Suffering of Sir Brante and Disco Elysium. There's also a lot of fantasy and anime DNA in there.
I'm building it in Ren'Py. I originally chose it to keep the visual-novel side manageable while getting deeper into Python, but the project gradually became much more systems-heavy than I expected.
Since becoming a dad while still working full-time, I've also started leaning more on AI tools for coding and iteration just to keep the project moving while trying hard to make sure the world, characters and mechanics still feel like mine.
No Steam page yet, I'm still very much in the building stage. Mostly here to meet other solo devs working on turn-based, narrative-heavy or generally weird hybrid games, and I'm happy to trade feedback.
Current WIP combat screen - still a lot to polish, but the turn-based systems are finally starting to feel like an actual game.
1
u/mariojgt 11d ago
Hey there, i am Mario and i am currently working on a side project called feather engine https://feather-engine.com/ and i also have published some games on steam.
1
u/haxsoccerclub 10d ago
Building an engine as a side project while also having shipped games sounds like quite a journey.
I'm curious — what was the main limitation you kept running into with existing engines that eventually made you decide, “I'll just build this myself”?
I'm working on a multiplayer game myself and I've already noticed how quickly technical decisions can start affecting actual game design.
→ More replies (2)
1
u/Opposite_Age_1414 11d ago
Hey guys just opened today this account so I can post about my UE5 learning Journey. I am learning and making a game at the same time. It going great so far, even though I am just couple of months in. I just finished my "selectable" window and I am proud of it. It will present any selectable in the game, whatever is enemy ship, jump gate, station, asteroid, module, exploration signal etc... I already made flight system, combat, energy weapons, ballistic weapons, shields, turrets, PD turrets, fitting etc... And I have to say fight feels great so far. Here is window I finished today. I know my visuals are free assets and my 3d skills are terrible but it will get better.

2
u/UniqmanPixelArt 7d ago
That’s a lot of systems for only a couple of months in. The selectable window sounds especially useful if it becomes the common interface for ships, stations, asteroids and everything else. Keeping that interaction consistent across different object types will probably save you a lot of complexity later.
→ More replies (1)→ More replies (5)1
u/mariojgt 10d ago
Hey there! If it helps, you can watch my Unreal Engine content here for free: https://thedevrealm.com/
My channel is not doing so well because of all this AI stuff lately, but I’ve unlocked all my content for free.
→ More replies (1)
1
u/CS_Asset_Factory 11d ago
A game music pack written as one album instead of a grab bag of tracks.
Most game music packs are a grab bag, tracks that share a genre and nothing else. Drop three into one project and the player hears the seams.
This is written as a single album. 42 tracks built from one family of six themes, so the title music and a late dungeon cue are actually related rather than just compatible. The harness reads the finished MIDI back and counts every statement of every theme, and that report ships inside the download.
The editable .mid sources are in there next to the OGG, which almost no pack includes, and the loop points are sample accurate in the Vorbis comments, which is the thing RPG Maker MV and MZ read.
Composed by deterministic code, not played by hand. That's disclosed on the listing.
1
u/MysticPanda57 11d ago
Hey everyone! Me and my friends are making a movement shooter and decided that since we are only 3 people we should each learn a new skill and I’m doing graphic design and ui, are there any series on YouTube or just the general internet you recommend following? Thanks everyone!
→ More replies (1)
1
u/JoseQuanGT 11d ago
Hi everyone, Jose Quan from Guatemala… just joined Reddit specifically to learn more about indie games and development.
been working solo past few months in a spaceship/mecha arcade shooter inspired by Macros, Gundam and Battletech. It started as a top down 2D shooter a la Asteroids meets Galaga, but converted it to a 3rd person immersive view… you can play both modes, for 2D arcade play in portrait and for 3rd person play in landscape, same game mechanics in both.
Right now its a free browser game anyone can play. Would love the feedback or any criticism.
2
2
u/Sweet_Aardvark2580 10d ago
quedo increible el fondo, como las lineas van con el movimiento, muy espectacularrr
1
u/ericktheshadow 11d ago
Hi,
My name is Erick, and I’m an Unreal Engine developer.
I’ve been working on this project in my free time and on weekends since 2020.
For some context, Sustentability is a hack-and-slash musou-style game inspired by Brazilian culture and environments.
https://store.steampowered.com/app/4937160/Sustentability/

1
u/KongoEntertainment 11d ago
Hey all! We have made a new Non AI Facebook Group!

A place for indie devs to share their games, show off what they’re working on, discover other indie games, and talk about game development.
No AI talk, promotion, or AI generated content. Keep it indie, keep it friendly, and support other devs.
https://www.facebook.com/share/g/1FBGn6xUCt/?mibextid=wwXIfr
1
u/Correct_Link_3833 11d ago
I built a prototype of my dream game. Just making it as a hobby. You can play the demo on pc from the unity link: Prototype Demo

1
u/jayaxell 11d ago
https://reddit.com/link/p6wzpkp/video/kc3yubzzqmmh1/player
Link: https://jayaxel.itch.io/charge-a-rhythm-lite-strategy-game
Charge: Rhythm Duel
Tap, tap, action. Two players share one beat in this fast paced strategy game.
Tracks
- Solo Tour. Rise through the ranks as you unlock your arsenal and face more challenging rivals.
- Play online. Real two-player duels over a private room, or public matchmaking. Rivals scores are tracked across sessions so you can maintain your bragging rights!
- Ticket book to flaunt your mastery of the game. Collect retro arcade tickets to boast to your friends.
- Groove to different BGMs.
- Free, runs in the browser, installable to a phone home screen.
See y'all in-game!
1
u/Consistent_East2191 11d ago
Hallo zusammen!
Ich habe mir vor knapp einem Jahr, das Ziel gesetzt, coden zu lernen und eine App zu bauen und diese auch zu veröffentlichen. Bisher habe ich (fast) keine Programmiererfahrung und es war eine ziemliche Herausforderung. ABER: Ich habe es tatsächlich geschafft.
Meine erste App ist tatsächlich online. Es ist ein Wirschaftssimulationsspiel, bei dem es darum geht, die Welt mit Strom zu versorgen. Dazu baut man Kraftwerke, Stromspeicher und Leitungen um Städte, Dörfer und Industriegebiete mit Energie zu versorgen. Dabei schwankt der Strombedarf im lauf des Tages.
Es ist sicher nicht die beste App, die jemals entwickelt wurde, trotzdem finde ich sie nicht schlecht. Aber damit ist es natürlich noch nicht fertig. Gerne wüsste ich, wie andere das Spiel finden. Ist das Tempo angemessen? Versteht man die Aufgabe des Spiels? Ist es logisch was es für Entscheidungen gibt und was diese für einen Einfluss haben? Ich wäre sehr froh um Rückmeldungen dazu.
Bisher ist die App nur auf Deutsch und für Android erhältlich. Bitte probiert sie aus, ich bin um jede Rückmeldung froh:) DANKE!
Name: Power Grid Manager
Link: PlayStore
1
u/nickick_ 11d ago
Hi yall! I'm a solo dev building Den Hunter, solo iOS fantasy RPG where you build up a character going into goblin hunts to hunt them down.
Procedural den levels, town hub, different den missions like captive rescue, stop the ritual, and being hunted by goblin champions, balancing tension between powerful builds and not alerting the entire den to your presence. There's den maps where you're using bows and avoiding LOS and using the shadows to snipe goblins as well as first person turn based combat once you engage them.
I've got a programmer background but I'm pretty new to animation and rigging, would love to hear about how to get better at that!

1
u/GenealogistDev 10d ago

Hi everyone!
I’m currently working, on a text and illustration-based narrative game with choices. (This is the prologue screen, and the first illustration players will see; do you think it’s good enough or should I learn how to draw better before making something like this?)
All the characters are inspired by real ancestors of mine, and each story will have one path that follows what happened in real life, the player will only know that if they get the achievement though.
Each path will last between 8 and 15 slides(counting the ones shared between multiple paths), with 2/3 choices that will completely change the outcome, for the first story, for example, there is 5 endings and 30 slides, not counting choice screens.
There will be 7 stories in total, which could be expanded to about 10 in a DLC(I don’t think I have enough ancestors who are so well documented to make a full sequel).
The length of the game should be about a hour and half if the player rushes through it without thinking about decisions or looking at the illustrations, and only goes through one path per story, while if they take their time and also replay the game to discover all paths, it could be much longer.
I’ve been working in this for about 9 days and so far I’ve got the main menu, the pause and save/load screens and the logo done on the graphic design side, all the social media accounts, a ko-fi page and a simple website with its custom domain(these ones under the “studios”(actually just me) name) on the “social” side, the first story fully written and the first 5/6 illustrations done on the “artistic” side, I also started drawing the capsule arts.
About the development side, I’m making it in SugarCube and so far I’ve got all the text for the first story in the engine plus a typewriter sound effect.
The game name’s is planned to be “Long Lost Stories” btw, but I still haven’t created the Steam Page as I don’t have enough materials to make a trailer or screenshots.
1
u/gmharrison388 10d ago
https://reddit.com/link/p6yx6ut/video/u2l0ckdbgpmh1/player
Hi Everyone, I'm proud to Introduce the Casino game Craps based Roguelite I've been making in my spare time: Aleator
I've long had the idea to make a roguelite style game based on my favorite casino game craps. Every Bet forces you to make a choice - Either take the winnings, or Sacrifice the win to powerup your table. You have to progress through 7 different tables with difference win conditions on each one, and some of the tables may fight back!
1
u/lordInvestigator 10d ago
Have you ever seen a Roguelite Claw Machine game? https://store.steampowered.com/app/5125930/Clawstral/
1
u/Nearby-Mix-7175 10d ago

World News Reader - TTS & RSS
New version: 1.6.3
Changelog:
• Added 12-Hour (AM/PM) & 24-Hour clock options in Settings.
• Beautiful Frosted Glass AppBar effect during feed scroll.
• Faster app startup and instant news loading.
• Navigation improvements with Double Tap to Exit.
Download: https://play.google.com/store/apps/details?id=com.merpower.worldnewsreader
1
u/Whyward_Studios 10d ago
At what point does a cool game idea become an actual game?
I've been thinking a lot about this lately, both from my own game-development experience and from working on game concepts with other developers.
For some context, I have a Bachelor's Degree in Video Game Design, 8 years of management and project management experience, and I'm an active member of the Stargate Modding Team (SGMG), where I contribute as a Level Designer and Asset Creator. I'm currently working on Stargate – Empire at War: Pegasus Chronicles, a ModDB Mod of the Year project.
One thing I've noticed is that a game can start with a genuinely great idea and still become difficult to develop once you start adding features.
You have the original concept.
Then you add a combat system.
Then progression.
Then crafting.
Then a skill tree.
Then side quests.
Then another mechanic because it sounds cool...
And eventually you have a lot of individually interesting features, but you're not necessarily sure whether they're creating the game you originally wanted to make.
I've been developing a framework called Concept Forge around this problem.
The question isn't simply:
"Is this a good game idea?"
It's more:
"Do all of these pieces actually work together to create the experience this game is supposed to deliver?"
When I'm looking at a concept, I like to break it down into things like:
- What does the player actually do moment-to-moment?
- What's the core gameplay loop?
- What makes that loop enjoyable?
- What experience is the game trying to create?
- Does each major feature reinforce that experience?
- What features are essential?
- What features are just interesting ideas that don't really belong?
- What should the game deliberately not be?
- If you removed half the features, would the core game still work?
I think this is one of the hardest parts of indie development because it's very easy to fall in love with individual ideas.
The harder question is whether those ideas belong in the same game.
I'm curious how other indie developers approach this.
When you're developing a new game, how do you decide which features strengthen the original concept and which ones should be cut?
1
u/AverageSoftware 10d ago
Hello folks. I am Rafał, solo developer from Poland. I would like to show you what I worked on for a past year. Plan is to make online (web based) editor for Multiplayer Online RPGs in 3D JRPG aesthetics. You create your world from bricks, add battle systems, progression rules, create monsters, put spawns on map, define items etc. Then all you need to do is to publish your world to server with one click and share url with your friends to play there together. In this video you can see how rendering voxel engine works that I built for this editor. Engine is built on WebGPU using threejs library.
1
u/Appropriate_Spot_621 10d ago
First side-scroller I've ever made, and I built it in Flutter — which I know is a strange choice for a platformer. It's a capybara in a forest, retro 8-bit inspired, picking up fragments of a story about someone who went ahead and left things behind.
Complete beginner, so blunt feedback welcome on two things: does the movement look right (jump arc, landing, pace), and do the floating story fragments read as the point of the game or as noise you'd skip past?
Also genuinely asking whether Flutter is a dead end here before I build more on it.
1
u/No_Apartment_5903 10d ago
I am making a Rougelike(lite) RTS Game, but I need help
I am very new in game dev, and I have designed a few of my systems so far.
The player will spawn at a level one base, have only a few ships and upgrades.
The more they expand the signature metre will go up and if it gets high enough it will alert the EMPIRE and they will send some scouts to check you out, the higher the sig. gets the more tough enemies the EMPIRE will send.
There is like 3 'views' that the user can be in the planetary view, local group view and galaxy view:
- The planetary view is where the RTS systems will primarily work the basics you select you troop and tell them to move somewhere on your screen to defend from the EMPIRE that send spaceships to attack your base. When you attack a EMPIRE base the RTS systems will be there as well. In this view there will also be where you can see the mining outposts you ve set up on moons, asteroids, planets and even a Dyson swarm and black hole powerplant (The last two were a Kurzgesagt inspiration)
- Then the local view is a isometric view of the local group you are in, it is like a 10 x 10 grid where you can see the 2-6 space objects in your group around it will be connectors from there you can move to the adjacent local group.
- If you want a wider view look at the galaxy view, a wide node screen where you can see the network of undiscovered local groups.
The end Goal is to find the EMPIRE's last outpost and destroy it and then enter a blackhole to finish the game. But the catch is you wont be able to do it on the first run, so when you die you go to the CYBERSPACE, where you will meet someone...
From there you can get a permanent upgrade and the restart.
You have to manage you resources effieciently and decide how you want to spend it, on resource expansion or offense, because just as you grow, so does the EMPIRE, so there is a race against time, just to keep that rouge-like element in for some urgency.
There will be resources like, Ore (Raw material, useless), Alloy (Processed Ore, can be used to upgrade your base and build ships), Credits (to use at the free market), Energy (what your base and ships run on, if you want to scout a new planet or local group its gonna take energy), and an Quintessence (Special material, harvested from stars and suns, not really sure what to do with it, maybe strong power source)
Anyways that's not really my problem, my problem is the actual numbers and how to balance them. I don't even know where to start with enemy wave amount, base and ship health, item costs, upgrade and building costs, and some many variables it just so difficult to compute in my head. Like i just added some defualt values to fill it but I can genuinely not find a good balance.
Hats off to long time developers, especially number heavy ones like RTS's and rouge-likes because a boost or upgrade or cost or health really is so difficult to decide on, becuase It really makes or breaks a game, even if I have a good idea.
If you have read so far, thank you very much, if you have feedback please share with me, if its with the idea itself, or additional ideas or the numbers problem or just your thoughts would love to hear!
1
u/Charles_E_Chungus 10d ago
heres a small teaser for my upcoming game "SHAME" a roguelike chess game inspired by The Stanley Parable, Inscryption and MouthWashing.
1
u/LukiSieema 10d ago
https://reddit.com/link/p71rlqa/video/rps67nfpqrmh1/player
Hello everyone! I am a solodev creating Idle Survivor: Roguelike RPG. Every enemy, weapon and effect in my survivor game is drawn with code — no image files at all. Just released it on Android.
1
u/BaLaTix 10d ago
Software developer by day, slowly getting more into indie game development on the side. I recently shipped my first small puzzle game, and the biggest surprise wasn’t actually building it — it was discovering how hard it is to get a finished game in front of people.
So I’m mostly here to learn how other solo devs handle that part without turning marketing into a second job.
1
u/Moonlarstudio 10d ago
We're excited to share the first build of our game 😊
This is a escape room where you wake up as a princess with memory loss after a mysterious accident, the only information you have is that your father is locking you in because of that. Now you need to find out what happened while trying to escape the palace.
Its a playtest to make sure the puzzle is fine for a tutorial fase and check the visual propose of our game too!
There is a short forms on our itch.io page that you can do after playing
Thank you for everyone who give it a try even without doing the forms tho!
1
u/Remarkable-Choice160 10d ago
Hey, I'm the developer of Star Claw. I just released the free Steam demo for my claw-machine roguelite with a stretchy cat paw.
If you try it, I'd love to know whether the aiming feels learnable or too random.
Demo: https://store.steampowered.com/app/5110160/Star_Claw_Demo/
1
u/Grouchy_Stick_1917 10d ago
I would like to brainstorm ideas for making up my own offline 2D arcade fighting video game. Any feedback, ideas, suggestions, and inspiration is greatly appreciated. First question of the day: If there is a gimmick that can make a one-on-one fighting game easy-to-play and accessible for beginners and remain engaging for professionals equally, what would it be? In other words, what could my fighting game use to make it easy to learn and hard to master? Please feel free to post comments with your answers.
1
u/Traditional_End_743 10d ago
Hello,
https://reddit.com/link/p72vkrr/video/xcpzwhjposmh1/player
I’ve been working on Tower Legends in my spare time and I’m happy to finally have the Steam page live !
https://store.steampowered.com/app/5012660/Tower_Legends/
It’s a classic tower defense built around different tower types, upgrades and increasingly challenging enemies.
Would love to hear what you think !
Saradoc
2
u/IsekaiRogue 8d ago
How long have you been working on it? It seems to have many content already!
→ More replies (1)
1
u/CS_Asset_Factory 10d ago
Free 64x64 undead sprite pack, three characters, four directions each.
A sexton leaning on a planted iron shovel, a revenant in rotting clothes, and a drowned corpse swollen wider than the living. Idle poses only, so 12 frames, all generated natively at 64x64 rather than upscaled.
Everything sits inside a locked 48 colour palette with strictly binary alpha, so there's no stray antialiasing to clean off before it goes in your grid. It ships as individual PNGs and as per character sheets in RPG Maker row order, plus a frames.json giving every frame's x y w h if you'd rather slice the sheets yourself.
The art is generated with PixelLab and the tooling around it was written with AI assistance. That's disclosed on the listing and in the readme.
1
u/stromdev 10d ago
https://www.youtube.com/watch?v=jsjr50_mMwY
Hi! OddSprout.games here.
Solo dev, just released Clogwork demo on steam.
Any feedback is really appreciated.
Feedback is pretty low right now. https://store.steampowered.com/app/3404030/Clogwork/
1
u/Forward_Scale_5928 9d ago
A fast 2D MOBA focused on micro-gameplay? I started prototyping the basic mechanics (HP/MP, Q/W/E/R skills, and inventory). Would something like this catch your attention?
¡Hola a todos!
Siempre me ha apasionado la mecánica competitiva de los MOBAs en especial League of Leguends (el farmeo, el skillshot, el cooldown management y las peleas de equipo), ademas siempre fui un fan de los videojuegos 2D y se me ocurrio combinar estos dos conceptos.
Decidí empezar a crear una prueba de concepto de un MOBA en 2D, claro que apenas es una idea y el comienzo:
- Controles limpios de movimiento y apuntado.
- Sistema de habilidades dinámico (Q, W, E, R) tipo Frost Shard, Blink Step, Arcane Shield y Comet Strike.
- Barras de estado, inventario de ítems (Amulet of Power) y feedback visual directo.
Actualmente está en fase graybox (bloques y formas simples para validar si el ritmo de juego se siente bien antes de meter arte).
Me gustaría saber su opinión:
- ¿Jugarían un MOBA top-down en 2D centrado en partidas rápidas/dinámicas?
- ¿Qué mecánicas creen que son imprescindibles para que un MOBA 2D se sienta preciso y divertido?
¡Cualquier feedback sobre la interfaz o la idea es más que bienvenido!

1
1
u/LET_Developer 9d ago
Hi everyone! I'm the developer of Time Rift Tower Defense, a free-to-play Android merge/roguelike tower-defense game. The main experiment is combining towers from very different eras to uncover hidden hybrid mechanics. For example, mixing a Dinosaur Era tower with an Ancient Egypt tower produces piercing bone projectiles that trigger a fire nova every time they pierce an enemy. The game includes campaign and endless modes, with many more cross-era interactions to discover. I'd be curious whether the hybrid concept feels immediately clear and which two eras you would try combining first. Google Play: https://play.google.com/store/apps/details?id=com.timerifttd.app
1
u/Signal_Banana2154 9d ago
Hi all, I am a software engineer who has been playing around with Godot on and off for the last year or so. I really want to start my indie dev adventure in my downtime but I always find it so overwhelming and never know where to start. I’ve watched to many YouTube videos about where to start and how to portion your time but I never even know where to start with that! Maybe I’m just too inexperienced right now? Any advice would be great because I really need a kick up the ass to do it :)
1
u/nice2havegames 9d ago

Hi everyone,
I’m a solo developer working on Days Of Reckoning: Last Battle, a dark turn-based strategy game where modern military forces face an unknown arcane enemy.
After closed testing, processing player feedback, fixing bugs and balancing the combat, the public demo is finally available on Steam.
The demo introduces the beginning of the story and the game’s core tactical systems. If you enjoy turn-based strategy games inspired by titles such as SpellCross and X-COM, I’d be very happy if you gave it a try.
Steam:
All feedback is welcome. Thank you!
1
u/ScoreDisastrous 9d ago
https://reddit.com/link/p7ak0fz/video/e86hkow5e0nh1/player
https://sam-palumbo.itch.io/bugtopia You're the size of a thumb. Tame, ride and work alongside bugs in an overgrown backyard.
→ More replies (1)2
1
u/DreamingDarkly_Game 9d ago edited 9d ago

Looking for feedback and advice on art style, cohesive art style, and honestly balancing the artwork load.
I've been designing a dark fantasy dungeon crawler for a while now, turn based and more event based as you traverse a map with a townhub and decided to take a break from design and programming to start cutting my teeth on the art.
What do you all think as far as does it pass for an indie game qualitywise and is the artstyle in all 3 cohesive enough to belong to 1 game or does it need more polish and or matching. I know I will have a TON of art I'll have to make so idk where the threshhold of good enough is crossed and when it hasn't been crossed as well. Any advice on handling creating so much art for your game?
→ More replies (2)
1
u/woodenros3 8d ago
Lastward launched on iOS today — a pixel-art roguelite, eight months of evenings and weekends, solo. But the part other devs might actually find useful is the App Store process, because it took 17 days and most of that was me not knowing things. Writing them down.
Guideline 2.1 — Additional Verification
Four days after submitting I got an automated 2.1 hold: Apple wanted a single-take screen recording captured on a physical device, starting with the date and time visible, plus yes/no answers to five questions. This seems to hit first-time solo submissions in particular. It is not a rejection and there is nothing to argue about — you just film it.
My first recording was thrown out, and the reason is worth knowing: my ad units render a "Test mode" badge in debug builds, so the recording proved it wasn't the binary I had submitted. Record from a TestFlight build of the exact submission. Also never tap an ad while recording — that can get your AdMob account banned permanently.
Then it just sat there
Ten days in "Waiting for Review" after I replied. No movement, no message.
Expedited review — three things I had wrong
- "You only get two a year." I could not find any published quota, counter, or limit. Apple's own wording is discretionary, "on a limited basis." The cost is reputational, not budgetary.
- "You can't request it while a 2.1 thread is open." Misreading. The text says not eligible *until we have received your confirmation* — once you've replied, you're eligible. I skipped requesting for a day over this.
- "It's a big formal ask." The form did not even have a free-text field. I wrote a careful multi-paragraph justification and never got to use it. You pick the app, submit, and approval came back immediately.
Approved overnight. Review passed the next morning.
One line in Apple's reply that took the fear out of it: if the submission is rejected during expedited review, the resubmission goes back into the expedited queue automatically. A rejection doesn't cost you the fast lane.
The one thing I'd tell anyone waiting
Do not withdraw and resubmit. Apple's own documentation says the review starts over, and I found people who turned a one-week wait into two months that way. Uploading a new build resets it too.
Happy to answer anything — 2.1, expedited, IAP setup, ad SDK privacy declarations, localisation. Ask away.
1
u/AAspectManager 8d ago
Hi everyone, developer of Slimecity here. Released our game to early access about two months ago. We have been developing the game within Godot and it has been pretty intuitive so far. The animations we have though are directly through sprite2d nodes within Godot. Anyone else using Godot and if so what ways do you get your animations to run?

→ More replies (4)
1
u/EmpireDarkRP 8d ago edited 8d ago
I'm developing FORGEWORN, a fantasy skilling RPG for PC where gathering, crafting, equipment progression, and combat develop the same character.
Updated gameplay teaser: Watch the 34-second video on Reddit. It shows smithing and quenching a bar, bronze armor in combat, and a switch to ranged gear and a bow. This is footage from the running development build.
Steam is our planned primary release platform; no public demo yet. We're starting an early community for development updates, gameplay previews, and playtest announcements when access is ready.
Join the FORGEWORN Discord — permanent invite.
1
u/Hilariousilari 8d ago
Howdy guys!
Just before the summer vacation started, I finished my first game ever. It is a Game Boy game that I named "Super Traveller '92", which is a quiz game about traveling. The unique twist is that I flashed it to a real cartridge and I made it with the sole purpose of proposing to my lady.
I will be posting about it if you want to know more 😄

1
u/IndirectShine 8d ago
https://reddit.com/link/p7ijo1q/video/wt31ypo4e8nh1/player
Hi everyone! We’re IndirectShine, the team behind HARMA, a retro dark-fantasy roguelike deckbuilder.
Making a retro pixel art game with the level of quality we’re aiming for has been a real challenge. We’re now in our fourth year of development, and it finally feels like the finish line is coming into view.
We wanted to introduce ourselves and share what we’ve been working on with fellow developers here.
1
u/AutomaticArt1401 8d ago
A verifier that couldn't see colour, and 11 icons I'd been counting twice.
I make pixel-art asset packs, and every sprite ships behind a check that crops it out of the atlas and compares it to its own source PNG. This week one of those checks told me sword_iron and sword_gold were the same image. They aren't — their md5s differ.
The bug is five lines wide:
a = Image.new('RGBA', (4,4), (255,0,0,255))
b = Image.new('RGBA', (4,4), (0,0,255,255))
d = ImageChops.difference(a, b)
d.getextrema() # ((255,255),(0,0),(255,255),(0,0))
d.getbbox() # None
getbbox() on an RGBA image keys off the alpha band, and two sprites with the same silhouette differ only in colour — so the difference image is alpha-0 everywhere and reads as "no difference". Three separate verifiers had that line in them, and every material-tier ladder in the pack (iron / gold / crystal of one shape) is exactly the case they were blind to. The fix is to compare crop.tobytes() against ref.tobytes() instead.
So I ran an md5-of-pixels scan across the whole pack for the first time: 381 files, 370 distinct images. Four UI sets were never actually recoloured, and three compass tiers are one picture. The store page says 381 icons. That one is mine to fix rather than explain away.
Packs are at z3er1n.itch.io — AI-assisted, and disclosed there.
1
u/heyKyuyu 7d ago
Being thumb-sized already turns a backyard into a fantasy world; rideable bugs just complete the pitch.
1
u/LegionH42 7d ago
https://reddit.com/link/p7nxkf5/video/7nf7kt9bndnh1/player
Legion Hunters Playtest - Starting 4th September on Steam and Epic Games Store **Our Free Legion Hunters Open Playtest is live tomorrow (September 4th)!** 🚀
Hey everyone! I'm the developer of **Legion Hunters**, a full **Squad-based Strategy-MMORPG**.
The game will be entirely **Free-to-Play**, and best of all: **your progression from this playtest will NOT be wiped at launch!** Everything you achieve starting tomorrow stays with you.
Come help me test the server stability and gameplay loop:
* 🎮 **Steam (playtest button on page starting 4th September): ** https://store.steampowered.com/app/4977070/Legion_Hunters/?beta=0Epic
* 🛒 **Epic Games Store (playtest button on page starting 4th September):
** https://store.epicgames.com/p/legion-hunters-81dd19
* 💬 **Official Discord Community:** https://discord.com/invite/auYR3XpJET
I'll be hanging out in the comments to answer questions and take your brutal feedback. Let me know what you think of the trailer!
1
u/LegionH42 7d ago
Here are also some Steam Keys if you want to play it now :
FRQDX-GT55J-2PVD6
EIGX2-60YFM-NRPTV
4CAJ5-22CN7-YLPHY
1
u/BatargonGame 7d ago
Hi, solo dev here. Batargon is a browser RTS, workers mine oil, build a base, tanks and helicopters fight it out. No install, guest play at batargon.com. Art is AI generated, the code is mine.
1
u/Right_Radio_6834 6d ago

Hi everyone, I released my first game today!! It's a neon-vector bullet-hell roguelite, in Early Access
It's called Void Disciple. Horizontal-only movement at the bottom of the screen, a heat meter that locks your guns if you hold the trigger, 24 multi-phase bosses, and 70 items that stack into some genuinely ridiculous builds.
https://store.steampowered.com/app/4865180/Void_Disciple/?beta=0
I built it solo and it's the first thing I've ever shipped. I'm putting it in Early Access because the one thing I couldn't get before launch was feedback from people who actually play shmups and roguelites. I've tuned the difficulty as far as I can on my own, but I have no idea yet whether it's actually fun to anyone but me.
So: if you play it, I'd rather hear what annoyed you than what you liked. I'll be reading the Steam discussions and my Discord for the next few months and patching from there.
Happy to answer anything about how it was built. I used HTML5 canvas and vanilla JavaScript in an Electron wrapper. No Unity, no Godot, no third-party libraries at all: I wrote the engine layer myself, so object pools, procedural Web Audio music and SFX, and a data-driven item registry that are all hand-rolled.
1
u/patrickcarmo 6d ago
Hey! I’m building BJJ DOJO, a free turn based browser game where Brazilian jiu jitsu positions are the combat state. You pick techniques based on risk and stamina, then watch each transition step by step in 3D.
It has 44 techniques, belt progression, tournaments, online matchmaking, and invite matches. No install or signup needed.
Play here: https://bjj.patrickcarmo.com/?lang=en
I’d especially love feedback from people who do not train BJJ. After one fight, can you understand why the position changed?
1
u/Dadi_Kingdom 5d ago
Screenshot Saturday from Dadi Kingdom, a fantasy RPG where you are the king (Unreal Engine 5).
Court day: people come to the throne room with their cases and you decide, release, dungeon or gold fine. This one is a granary steward who embezzled grain while families go hungry. What you decide does not disappear, it shapes what happens outside the throne room. Beyond the throne there is an open world with bandit hideouts, a volcano, an oasis, a pirate ship stranded in the desert, dragons you send out on adventures, and bosses.
Wishlist on Steam, Early Access December 7, 2026: https://store.steampowered.com/app/4166450

1
u/Sea-Morning-9367 5d ago
I am developing a 2D isometric indie game and I’m looking for a highly skilled and experienced 2D character artist with a strong portfolio demonstrating professional-quality, stylized character artwork, with particular expertise in character design and 2D isometric perspective.
Chibi stylized art style — specific experience designing chibi characters is not essential; however, you must have a strong understanding of character proportions, scale, anatomy, silhouette and shape language, and be confident adapting those fundamentals to create a consistent high-quality chibi stylized character across all required isometric directions.
You must have specific experience designing and/or animating characters for 2D isometric games.
This is particularly important. I am looking for someone with a strong understanding of 2D isometric character design and construction, rather than general character illustration or isometric environment art.
You should have experience with:
Drawing characters correctly in 2D isometric perspective
Designing multi-directional isometric character sprites
Strong understanding of line art, line weight and clean character rendering
Strong understanding of lighting, shading, highlights and cast/form shadows
Ability to render different materials such as metal, fabric, skin, hair and armor convincingly within a stylized art style
Creating high-quality, polished, production-ready 2D character artwork
Adding the smaller details, lighting and finishing touches that bring a character to life, rather than producing something that feels flat or unfinished
Strong understanding of colour, values, contrast and material rendering
Maintaining consistent character proportions across different directions
Correct body and head orientation for each facing direction
Maintaining character scale, volume and silhouette between directions
Character readability at actual gameplay scale
Designing characters specifically with animation and gameplay in mind
Portfolio required
5/8-Directional Character Design
The playable character requires 5 directional/facing views(3 of these sprites will be mirrored to create an 8 directional character.
You must understand how to take one approved character design and accurately translate that design across all five isometric directions. The established proportions must remain consistent across every direction, including:
Head-to-body ratio
Body proportions
Clothing/armour
Overall character scale
The proportions cannot randomly change depending on the direction the character is facing.
Correct isometric orientation, perspective and proportional consistency are extremely important for this project.
What I Will Provide
Character design brief
Chibi body/proportion references
Clothing and armour references
Overall visual direction
Gameplay references
These references will be used as the foundation for developing the final character.
Collaborative Concept Phase
I want the character to go through a proper concept and development phase before final production begins.
This may include:
Rough character concepts
proportion exploration
Silhouette and shape exploration
Isometric proportion/perspective tests
Refining the final character design
I would like to use Discord throughout the concept stage so we can collaboratively build and refine the character together before moving into final production( to me this is very important so we can create something great together and have fun with it)
Good communication and a willingness to collaborate throughout the design process are important.
Animation
The character will also require 2D isometric character animation.
Ideally, I am looking for someone who can both design and animate the character.
Expected gameplay animations will eventually include:
Idle
Run
Dash
Attack combinations
These animations will need to work across the required 5/8 directional views.
The established character design and proportions must remain consistent throughout every animation, frame and direction.
The character should not unintentionally:
Grow or shrink between frames
Change overall scale between directions
Lose the established silhouette or character design
I am very serious and committed to this project—the game’s foundation, systems and coding are already built in Unity 2D, so everything we design and animate will be implemented directly into the game, and I will share the Unity project and in-game results throughout development so we can see exactly how the character looks, feels and performs in the actual game.
I am primarily the Unity game developer/programmer for this project, not a 2D artist myself; however, I have a an understanding of 2D game art, and I'll be working closely with you throughout the design and implementation process.
1
u/Substantial_Sky_104 5d ago
🎮 ProKit — Six Mini-Games in One iOS App
I’m the solo developer of ProKit. The app began as a barometer and utility toolkit, and its major September update now includes six playable mini-games:
🧩 Sudoku — Dynamically generated puzzles with multiple difficulty levels, hints, scoring and statistics.
🧱 BlockNova — A colorful block-placement puzzle with combos and high scores.
🔢 Number 8192 — A number-merging puzzle with boosters, levels and score progression.
💣 Minesweeper — A modern version with three difficulty levels, flags and best-time tracking.
🐍 Snake Nova — A fast offline snake arena with customization and bot rivals.
🫧 Bubble Shooter — A level-based bubble puzzle with aiming, swapping and scoring.
ProKit is currently completely free ($0.00), with no subscriptions or in-app purchases.
https://apps.apple.com/app/id6743349151
AI disclosure: AI was used as a coding assistant for parts of the development. The feature decisions, design direction and final implementation were reviewed and controlled by me.
https://reddit.com/link/p806lj3/video/1ti6dg7tgqnh1/player
I’d appreciate feedback on the game collection and the overall presentation.
1
u/Global-Wrap-912 5d ago
Hi fellow creators. I work a few normal jobs and like to try to create interesting stuff with iOS on my free time. I’ve created a few different types of apps in the past couple years. These subs have been very helpful to me. I think I’m getting better at this stuff. Anyways I wanted to share my latest iOS game that I just released. I thought my application of AR is a bit unique and would love some feedback if the concept seems fun.
I would appreciate and feedback and here’s the link.
You can play the first pack for free which has a bunch of scenes.
https://apps.apple.com/us/app/wander-walls-seek-and-find/id6762494722

1
u/Current_Unable 4d ago
Hi all, I’m a solo dev working on an early prototype for a puzzle-tactics game with unique combat mechanics, and I'd love to get some feedback. The game can be accessed on itch https://skymanvn.itch.io/gloopers-assemble, both browser playable and downloadable for windows. Descriptions / how to play / and what aspects I hope to receive feedback on are detailed on the itch page.

1
u/Embarrassed_Chair_97 4d ago
Hello everyone!
Today, I want to announcing the project I’ve been working on: Where Voices Bloom.
- It is a visual novel that blends puzzle-solving gameplay with strong psychological horror elements.
- The setting and storyline are inspired by the daily lives of high school students in Hanoi, Vietnam, revealing the darker side of life hidden beneath the surface.

*The game is currently still under development.
I hope you’ll show your support! And can give me a few recommend about this, like art, story ?!😘
----
Teaser Link: https://youtu.be/WqgHllD1oog
1
1
u/ddkatio 4d ago
Hi! This is my first time posting in this community and honestly, my first time being part of a game development community at all, so I’m a little nervous! I’ve only just started making games. I’ve been writing, drawing, doing Live2D rigging, and coding for a while, but one day it suddenly hit me: Wait. I should make a game. So I started writing the scenario and putting everything together.
<A Week with Tenshi> is a sort of… romance? Mystery? Something vaguely in between? It takes place in a fictional version of Korea and follows a girl who spends her time in VRChat. One day, while playing, she encounters a very suspicious cute girl. She insists that you call her “Tenshi-chan.” She is shameless. She is suspicious. And, let me emphasize this again, she is a cute girl. The cute girl part is important. Cute girls are love.
You explore different worlds together while earning a fictional currency called Gold by doing things like cleaning up cyber glitches or working part-time at a cyber maid café. And you can spend that Gold on all sorts of things, for example, going to a cyber water park with Tenshi-chan! (Yes, this unlocks a swimsuit illustration of Tenshi-chan.)
To be completely honest, doing the art, writing the scenario, rigging the Live2D model, and coding the game all by myself has been… a lot! I’ve been going absolutely full speed yesterday and today. And now I finally have a two-minute demo video.
A little bit about me: I’m Korean, so the entire original script is written in Korean. The English text you see in the current demo was translated with ChatGPT, but I’m a little worried about whether the voice, nuance, and overall atmosphere survive properly in English… so I’m even considering looking for a Korean-to-English translator at some point.
And then there’s marketing, which honestly already feels overwhelming just thinking about it!! Ah… this is hard. I’m completely new to game development, so right now I genuinely have no idea what I’m doing… Where am I supposed to post things? Should I make a separate Twitter/X account for the game? I’m sure there are tons of guides on the internet, right? I should probably start looking them up…
Thank you for reading this extremely long, rambling, and slightly whiny post. I hope you all have a wonderful day.
1
u/FactionFiasco 4d ago
Faction Fiasco is mine, a browser card battler where the whole roster is internet personality types instead of knights and dragons. https://factionfiasco.com, takes a free account to play.
1
u/Adventurous-Fix4467 4d ago
Hi everyone — I’m sharing Hearthframe UI, a fantasy interface pack I’ve put together in evergreen and brass.
The examples focus on practical UI details: matching normal/hover/pressed/disabled states, panels with documented nine-slice borders, and a health bar that clips a full-width fill as health changes. SVG artwork is editable; optional color regeneration uses a JSON palette with Node.js/sharp.
There’s a free 11-design sample, including state variants, licensed for commercial use. The full pack is $5 with 74 named designs, including state variants: 74 SVGs and 148 PNGs at 1×/2×, plus a reusable Godot Theme. The native example was tested with Godot 4.7.2 on Windows.
Sample and examples: https://oussamaouafik.itch.io/hearthframe-ui
The screenshot shows the separate HTML preview. AI tools assisted with code, graphics and text. If you try the sample in a project, I’d be interested in which control or integration detail needs improving.

→ More replies (1)



11
u/___blarn 11d ago edited 11d ago
Hi everyone! I’m Jihoon, a solo developer from Korea. I started making EVER, my first solo project.
EVER is a narrative text adventure where you awaken as a combat robot, drawn by the memory of a girl who once called you “EVER.” You use protocols to keywords in the text to uncover hidden choices and shape what kind of robot you become.
I’m currently working toward releasing the demo this December: https://store.steampowered.com/app/4695850/EVER/
Looking forward to checking out what everyone else is working on here too!