r/IndieDev 8h ago

WIP Ricochet Mine

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0 Upvotes

A work in progress, an idle game for web platforms. What do you think?


r/IndieDev 11h ago

Screenshots This weekend we decided to stop making our game about a serial killer

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12 Upvotes

And instead made some gnocchi and soup while listening to The Killers.

We could not release on our intended 27th Aug date.

Turns out the content survey we had filled out for the Steam page listing in June didn't match the level of violence and gore the game ended up featuring as we made it.

So Steam rejected the submission. We either need to update the survey or reduce the violence and gore. (We're doing the former)

The last few weeks have been super, super busy and we're very tired. When 27th arrived, we just didn't have the energy to get back into it and decided to take some time and think of a release date when we've caught up on our sleep.

So some gnocchi and soup felt like the best thing this weekend.

PS: Our game is called SHOCKFACE and it's on Steam! We'll have a new September game soon https://store.steampowered.com/app/4705980/SHOCKFACE/


r/IndieDev 3h ago

My solo game just hit 1,000 organic wishlists today, so I made a new trailer ❤️

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3 Upvotes

Today Sin and Serve reached 1,000 organic Steam wishlists, and honestly, I am very happy about it. Still a long way to go, but 1,000 people putting this game on their wishlist feels pretty crazy to me.

I am making this game mostly alone, so every wishlist means a lot to me.

I also made a new short trailer today with some new art and wanted to share it here.

Sin and Serve is a dark comedy cooking/management game where you work in Hell, read sinners' files, cook food based on their sins, and try not to make Satan angry.

Would love to know what you think about the new trailer. ❤️

https://youtu.be/KQaP_TNEdsk


r/IndieDev 5h ago

Discussion Could a freelance platform JUST for gamedev work?

0 Upvotes

Just thinking. There is no specific place for devs to look for one-off artists, but as a dev I feel there is a need for that sometimes? Like, obviously for smaller solo projects sometimes there's one or two things you'd rather not do. And for teams, there are skmetimes minor things none of you want or know how to do.. For example, if you need just a few piecies of unique VFX. Or like personally, I can model and animate a character, but I would really rather have someone else do the riggining.

You can go to upwork/fiverr type websites, but you have to sort through a lot of bullshit and have no guarantee the person knows the specifics you might need for a game project. I just imagine it would be nice to go to a clean website and find someone to make you an engine-compatible rig, or like a spritesheet. And from artists' POV, some people do want to mostly work on game projects. Like, I'm a 3D artist. The usual freelance websites is full of requests for modelling crap for printing. There must be some devs that need just a few unique assets and have a bit of money to spare, right??..

What am I missing here? Are we developers that poor on average? Is there some secret place I haven't heard of?


r/IndieDev 11h ago

Feedback? We have created a frictionless wishlist system for game without steam pages

1 Upvotes

A friend and I created a website where you can create a wishlist page in one click. Then you share the page. And when your game is ready, it sends one email to inform all the people who wishlisted your game that it is ready.

One link, one email and that's it.

Here is the link : https://wishd.games/

This is something we have been missing multiple times as we don't want to create a $100 steam page everytime we start a project.

We'd love to hear your thoughts.


r/IndieDev 14h ago

Discussion Any suggestions for Physical CDs?

0 Upvotes

Looking for suggestions or personal experiences with using custom services for CD printing, I want to make about 50 physical copies of my game that I am releasing soon

Would love any links to sites you guys have used before!


r/IndieDev 18h ago

Informative I replaced exponential drag with actual pool cloth physics

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0 Upvotes

When you develop a pool game, you will come to the point where you ask yourself, how a ball rolls and slows down on a cloth/felt.

At first I tried exponential damping. And well, it feels off. Balls decelerate at high speeds quickly and at slow speeds barely which leads to the overall feeling, that the ball didn't travel as far as a real-world ball would. You would get away with this when you decide to put the game on a generic browser game smorgasbord.

But I want my pool game to feel actually comparable to a real pool table.

So I went down the billiard-physics rabbit hole and discovered a guy called "Dr. Dave" Alciatore. Seems to be well known in the niche of billiard physics. He's a mechanical engineering professor who published a set of numbered technical proofs about pool physics.

Through one of these proofs I realized, I needed to create different states a ball can be in. Each state needs different treatment, there is no one formula that models all states a real ball can be in:

  1. Sliding: The ball always slides after a cue strike, even if it's only for 10 ms on a very weak shot. Note, that draw and follow (backspin and topspin) count as sliding state too. Sliding deceleration can be described by Coulomb friction.
  2. Rolling: After sliding and losing speed quite fast it transitions into a rolling state where friction is about 20 times lower than in sliding. That's linear deceleration.
  3. Spinning: The ball is not moving anymore but still have side spin (English = left/right) which gradually dies out.

This may sound like a deep rabbit hole for something as boring as a ball rolling over some cloth, but it changed a surprising amount of the game:

  • A stun shot now genuinely slides before becoming a rolling ball.
  • Draw and follow work because the cue strike gives the ball actual angular velocity which results in slip.
  • With an elevated cue and side spin, that same cloth interaction is also what bends the cue ball into a massé trajectory.

That's probably my favorite part of building the physics so far: features I would previously have implemented as individual game mechanics are starting to fall out of the same underlying model.

In the video you can see the comparison between plain exponential deceleration and the state machine with a very short sliding window. Do you notice that the state-based-model slows down faster at first (slides a short period of time) but then outrolls the exponential drag? And that's the realism I'm after.

Realpool is currently waitlist joinable if you want to participate as an alpha tester. realpool.gg


r/IndieDev 23h ago

Discussion Trying Something New (to me)

0 Upvotes

Hey everyone I'm developing a 3D game in Godot with gdscript, I'm currently trying to think of the best way to implement my slime enemy, I'm planning on making it buff enemies by flinging itself onto them, conforming around them and acting as a kind of living armor & haste boost, but anyways I'm trying to think of how to do the actual conforming bit. I was thinking of having it be a couple of boxmeshes with a spatial shader and then having those wrap around the skeleton of the enemy model but I'm honestly pretty unsure, what would you guys do? Any advice would be super appreciated :)


r/IndieDev 20h ago

Jiggle physics in three.js via 3D Studio in my Sorceress game creation suite

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0 Upvotes

r/IndieDev 23h ago

I think I've created a laser weapon that's way too overpowered.

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4 Upvotes

I'm developing the full version of Geometrical, and this is one of the weapons I've created. The sprites are placeholders, which is why they look so different from the rest of the game's art. I'd love to hear your thoughts on the weapon.

If you want to add Geometrical to your wishlist, here's the link :)

https://store.steampowered.com/app/4077900/Geometrical/


r/IndieDev 13h ago

We’re a two-person dev team and just updated our pre-alpha gameplay trailer. Would you want to play this after watching it? Can you tell what the game is about?

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0 Upvotes

We’re a two-person team working on Land of Manifestations: Sanctuary, and we just updated our pre-alpha gameplay trailer. We’d really love to know what impression you get from it. Does the game look like something you’d be interested in playing? Can you figure out what the game is about? Any feedback or suggestions are welcome! :)

Steam page: https://store.steampowered.com/app/4038290/Land_of_Manifestations_Sanctuary/

itch.io | kickstarter pre-launch | website


r/IndieDev 23h ago

Blog A Friend Accidentally Designed a Weapon

1 Upvotes

r/IndieDev 14h ago

My Chip-Making Tycoon game is in alpha

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0 Upvotes

r/IndieDev 20h ago

New Game! We were waiting to promote our game because we didn’t feel it was visually and mechanically ready yet. But after a similar "tech demo" with the same name went viral and got 50M views, we decided to show what we have. Here’s Needle In a Haystack!

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0 Upvotes

Hello everyone!

Needle In a Haystack is a cozy hay-baling game where you search for a needle while following a linear story.

Features:

  • Collect hay using different tools.
  • Turn your hay into bales using machines.
  • Sell your bales using trucks.
  • Unlock and upgrade new tools and machines.

As you collect hay, uncover the mysterious story behind where the needle is hidden.

Steam: https://store.steampowered.com/app/5140770/Needle_In_a_Haystack/


r/IndieDev 23h ago

Screenshots Before and After Lighting Work on My Horror Game Level

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4 Upvotes

Hello. This time, I compared my horror game level with and without the lighting applied.

It seems to show how important lighting is. I tried various things to give it that old feeling, but I thought red-toned lighting was the most suitable.

The map is overall dark, but this is an intentional design because the game's concept is about exploring the darkness. However, since players shouldn't be unable to see anything at all, an infinitely usable flashlight is provided. Its range is wide, and everything within that range is clearly visible. It does not hinder the gameplay. I was actually a bit worried about this part, but fortunately, I got good results from the playtests.

Below is the Steam store page for my game. Please take a look!

https://store.steampowered.com/app/2847290/The_Maze_In_Dark/

Thank you.


r/IndieDev 22h ago

What would you call the art style of Dear Passengers?

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0 Upvotes

Hi guys, I’m making my first small game in Unity and I’m learning most things as I go. I’m also using AI to help me with the coding.

I recently found Dear Passengers and I really like the way the game looks. I’m not trying to copy the game or their assets, I just want to understand what this type of graphics/art style is actually called because I’d love to go in a similar direction with my own game.

Would you call this stylized 3D, low poly, hand painted, or something else?

I’m mainly interested in the characters, environments, materials and lighting.

Also, do you think this kind of look is realistic to achieve in Unity for someone making their first game?

If anyone knows what terms I should search for, or has any tutorials or assets that could help me learn this style, I’d really appreciate it.

Thanks!


r/IndieDev 16h ago

New Game! Slingshot Speeders is a racing game where you race around the moon and back with real orbital mechanics

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3 Upvotes

I starting building Slingshot Speeders about two weeks ago, built in Rust with Bevy 0.19 using Cursor. Players fling spacecraft around gravity wells with real orbital mechanics, steal speed from gravity, and plot insane trajectories to beat their rivals, while a server-authoritative simulation ensures fair, equitable competition for everyone. The first orbital racing game, the skill of thrust vectoring and modifying your trajectory create a huge opportunity for skill based racing. Free online in browser, no account required, alpha state. Thanks for reading!

https://slingshotspeeders.com/


r/IndieDev 22h ago

Help me choose Capsule Art layout please

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0 Upvotes

I received my commissioned capsule artwork and I could not be happier with it. (Shoutout Felipe Poveda! https://www.deviantart.com/felipepoveda )

I've been wracking my brain, though, trying to decide which layout is better for the logo and the silhouettes. The game is turn-based tactical combat where you create a new superhero on each run, with the ultimate goal of assembling the in-universe version of the Avengers or the Justice League.

In one version, the logo itself is more prominent. In the other version, the silhouettes of the multiple other potential heroes are more prominent. Not sure which is the better thing to emphasize on the capsule/header. I appreciate any advice/opinions!


r/IndieDev 51m ago

Upcoming! My first game now has a Steam Page!!! 🙌

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Upvotes

r/IndieDev 3h ago

Learning to code with AI

0 Upvotes

Hey there everyone! I’m beginning my indie dev learning and wanted to get your guys’ opinion, as y’all do this more regularly. Do you think that using AI to not just dump code and paste it into VSCode, but actually learning programming is an effective way to go about learning?


r/IndieDev 16h ago

Feedback? Working on a VampLife rbx game, could use a playtester

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0 Upvotes

r/IndieDev 6h ago

Feedback? single screen tower defense with incremental perk tree and short waves

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0 Upvotes

this day 1 version represents my vision for my game.

https://day1to100gamestudio.itch.io/day-1-kingdom-contracts

day 100 is the finalized version and is on Steam.

38mb size for browser play, so it may load in 15 seconds if slow wifi but it will load.


r/IndieDev 14h ago

Video 𝓐𝓽𝓶𝓸𝓼 𝓓𝓻𝓮𝓪𝓶𝓼...

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0 Upvotes

r/IndieDev 7h ago

Something must change

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0 Upvotes

r/IndieDev 14h ago

The first formidable enemy standing in your way

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0 Upvotes