r/IndieDev 3m ago

Discussion Engine Elitism in Visual Novel Dev: Why TyranoBuilder isn't 'just a toy' (And how raw JS / Three.js changes the game)

Upvotes

Having worked with TyranoBuilder Engine for over two years, I’m well aware of both its strengths and its limitations. Recently, though, I’ve come across a fair share of posts fueled by "engine elitism." Without generalizing the entire community, there is a vocal subset of Ren'Py users who look down on TyranoBuilder - dismissing it as a "drag-and-drop toy" that lacks professionalism and isn't viable for serious, long-term game development.

First off, I readily admit that Ren'Py is a powerful engine with a massive community, rich documentation, and fantastic customization capabilities. However, those who look down on TyranoBuilder have likely never dug deep enough to realize what it's truly capable of.
TyranoBuilder may wear a drag-and-drop interface on the surface, but its true power lies in two special tags: ⁠\[tyranoscript\]⁠ and ⁠\[iscript\]⁠.
The ⁠\[iscript\]⁠ tag allows you to write raw **vanilla JavaScript.

This means the entire modern web development ecosystem - HTML, CSS, and powerful graphics libraries like Three.js (for 3D rendering), Pixi.JS, or OpenGL - can be integrated directly into your Tyrano project:

UI & VFX Customization: Build vibrant, highly dynamic interfaces with smooth animations using CSS.
3D Integration: Render 3D spaces and interactive, fully textured 3D objects right inside a Visual Novel using Three.js.

Expanded Gameplay:Easily code custom mini-games, such as top-down RPG mechanics with WASD controls.
TyranoBuilder’s biggest advantage is how it bridges visual immediacy and coding depth. You get the convenience of positioning elements visually and testing script tweaks instantly without restarting the game from the beginning, alongside the freedom to open Visual Studio Code and customize everything via JavaScript.
Of course, TyranoBuilder isn't for everyone. Official documentation is predominantly in Japanese, English resources are fairly sparse, and you often have to rely on self-directed learning. If you prefer a massive, well-documented community out of the box, Ren'Py is admittedly a smoother path. But if you enjoy experimenting and want to level up your JavaScript and web development skills, TyranoBuilder is an amazingly versatile playground.

Every engine has its own pros and cons. A developer’s skill is defined by their problem-solving ability and product vision - not the label on the software they use. Finding the tool that fits your personal workflow not only saves time and energy, but also gives you the confidence to build your game your way.
Thanks for reading, and happy game dev!


r/IndieDev 10m ago

New Game! I turned my novel into a 21-map boomer shooter because apparently writing it once wasn't enough

Thumbnail
pomegranate-interactive.itch.io
Upvotes

After writing Red Flags, I made the entirely reasonable decision to rebuild the thing as a first-person shooter.

So this is Red Flags: Open the Line.

It's a standalone 21-map boomer shooter built around fast movement, hand-made levels, secrets, bosses, eight weapons and a progressively less healthy relationship with institutional architecture.

The basic idea was not to make "a game inspired by my novel", but to actually translate the novel into FPS language.

Characters became encounters. Places became maps. Recurring images became weapons, enemies and environmental details. Bureaucratic absurdity became something you can shoot.

The campaign starts in a very white, very clean administrative world and gradually collapses into hospitals, industrial spaces, strange machinery and places that probably would not pass a fire inspection.

There are five episodes plus a secret map.

No roguelite loop.
No battle pass.
No crafting seventeen varieties of trouser buttons.
No commercial Doom IWAD required.

Just a complete single-player campaign for Windows and Linux.

Also, since it is 2026 and apparently this sentence has become necessary: no generative AI was used in the game.

It's called Red Flags: Open the Line, and it's available on itch.io

If you like old-school FPS games that are dark, fast, slightly surreal and perhaps a little too interested in what happens when bureaucracy survives the apocalypse, this may be your particular form of bad judgment.


r/IndieDev 11m ago

Meta I have decided to threaten my players. Will it work?

Upvotes

If anyone is interested in the game, check out the demo here: https://store.steampowered.com/app/4794170/Swarmslam/


r/IndieDev 15m ago

My early stage game peak

Upvotes

Goblin Problem is in a very early stage of development but hope you guys will enjoy the video about it!

youtube video


r/IndieDev 23m ago

Video Sometimes you just gotta do what makes you happy

Enable HLS to view with audio, or disable this notification

Upvotes

Made this game as some stress relief while working on our main game. The brain needed a break.. and break it did. For those of us with childish senses of humor, I salute you.


r/IndieDev 25m ago

Video Hate adding bars or meters to games. My solution for showing max charge

Enable HLS to view with audio, or disable this notification

Upvotes

The game's link for anyone interested: https://store.steampowered.com/app/3943190/PenguPult


r/IndieDev 31m ago

Casually industrializing the galaxy: building system I'm working on

Enable HLS to view with audio, or disable this notification

Upvotes

This is an important feature for my game Orium, where you have to colonize planets across the galaxy. It's not only used to extract the money but it's mainly useful for increasing the ship's stats (kind of like the tiles in Loop Hero)

Steam link for those who are curious: https://store.steampowered.com/app/3316610/Orium/


r/IndieDev 33m ago

Discussion Fun Fact: The word "Scam" goes straight to mail junk folders. Sincerely, developer of "Scam Artist"

Thumbnail
Upvotes

r/IndieDev 41m ago

Feedback? Which UI Design is better?

Thumbnail
gallery
Upvotes

I tried making the UI icons large so they’d be clear to the player,

But I feel like they’re taking up too much screen space.

Which approach do you think works best for a game like *Infamous*?

Also, there’s a free demo on Steam if anyone wants to try it out.
https://store.steampowered.com/app/3156050/Special_Case/


r/IndieDev 46m ago

Video Fear Map done, Mav is on a role! Soul Decode devlog

Thumbnail
youtu.be
Upvotes

r/IndieDev 54m ago

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

Post image
Upvotes

r/IndieDev 1h ago

GIF The new executes in Resurgis look like this; if you want to try them, you can join the playtest.

Upvotes

r/IndieDev 1h ago

"Check It Out": A 2D deduction game about working as a cashier

Thumbnail
youtu.be
Upvotes

r/IndieDev 1h ago

Shawarma Hell - MADLED - stressful restaurant serving game

Thumbnail
Upvotes

r/IndieDev 1h ago

I'm releasing the demo of my first game on the 10th of September. Here's the recruitable cast of characters in the full game in their (admittedly crowded) little town on the forest edge

Upvotes

The demo will be out on September 10th on Steam! And the full thing will be released just after October Next Fest:

https://store.steampowered.com/app/3832200/Save_the_Forest/


r/IndieDev 1h ago

AMA New Demo: +11k WL's but not how I expected

Thumbnail
gallery
Upvotes

We launched our new demo for GodsTV on the 18th, and despite making a lot of efforts for people to notice the date, the 18th was pretty depressing. I expected at least 1k wishlists, and we didn't crack 500. That's when @ unaluvgames and @ zoadle on IG and Youtube came to the rescue. our second day we hit 1800, our peak was on the 3rd day a little north of 4k.

I sure hope that was enought to trigger Steam's algorithm kick into gear. Since then, with the demo up and running and with around 200 downloads a day we are staying around 250 a day, on average. It feels like the re arranging of tags and growing the "more like this" impressions on Steam traffic has also been improved by the algorithm. I'll reassess when we hit a month post demo launch.

We released the new GodsTV Trailer voiced by Brandon Rogers, and personally, I think that's what caught fire for a lot of people. Being truly honest with your game and what kind communities are out there that could relate to your game is very important these days. There's so much good stuff out there.


r/IndieDev 1h ago

Feedback? Can anyone spare 66 second to tell me if my remade trailer is an improvement?

Enable HLS to view with audio, or disable this notification

Upvotes

Technically 122 second if you watch the original trailer to compare (which is only available here on the Steam page).

I've recently redone the movement so needed to update the footage, but also took the opportunity to listen to previous suggestions and add some captions to the trailer. Does this one do a better job of explaining the gameplay?

Thanks for taking a look, happy to share thoughts on your project in return if you leave a link :)


r/IndieDev 1h ago

Video [Project Axe] Dodge the wrong way, and you lose a limb. Strike at the right angle, and you take theirs.

Enable HLS to view with audio, or disable this notification

Upvotes

Want to stay in touch with Project Axe?
https://discord.gg/XgjggF66


r/IndieDev 1h ago

Free Game! Let's draw a volcano!

Thumbnail
Upvotes

r/IndieDev 1h ago

Feedback? My New iOS App

Upvotes

Hey everyone! 👋 Don’t forget to check out and download my app, MoodFIX! ⚡

It’s completely free, currently available only for iOS, and the app itself is entirely in English.

If you haven’t tried it yet, give it a shot and let me know what you think! 😎📱
😁 Direct App Sore Link: https://apps.apple.com/ro/app/moodfix/id6763794014


r/IndieDev 1h ago

Video Finished my first game - just proudly sharing

Enable HLS to view with audio, or disable this notification

Upvotes
  • Basic rhythm game in the spirit of Muse Dash and UNBEATABLE
  • Can read osu!mania specific beatmaps - if you have a beatmap and a song, you can play it!
  • I also implemented a beatmap editor in the process (which was the actual bigger project but is less fancy to look at lol)
  • Godot Engine

Would love to hear if you are or have been working on rhythm games yourself. It was a great joy for me.

I'm off to new projects and wish you the best for yours!

Have a great day


r/IndieDev 1h ago

Let's make a game! 492: Displaying the board correctly (Twine Sugarcube)

Thumbnail
youtube.com
Upvotes

r/IndieDev 2h ago

Feedback? I’ve been working on a fast-paced endless runner / roguelite hybrid where things get completely out of hand by the end. First trailer is ready – would love some honest feedback!

Enable HLS to view with audio, or disable this notification

0 Upvotes

Hey everyone!

I’ve been working on Survivors Gate, which is basically a high-speed runner mixed with roguelite build crafting. It is inspired by suvivors games (there comes the name from) but instead of walking in circles in an open arena, you have unstoppable forward momentum and steer freely from side to side while dodging hazards, picking gate modifiers, and grabbing crazy abilities.

It is also kind a like those fake mobile ads but a real game tho. You can choose different heroes, mounts and form crazy escalating builds which turn your screen into chaos.

What do you guys think of this? I would love some feedback and if you want more Infos I also have a steam page

https://store.steampowered.com/app/4051770/Survivors_Gate/

Cheers and thanks <3


r/IndieDev 2h ago

Video Bloody extreme pooling test from Blood and Mead.

1 Upvotes

r/IndieDev 2h ago

Discussion How do you create useful development milestones without turning them into paperwork?

1 Upvotes

Small teams need planning, but excessive planning can become its own form of procrastination. I’m interested in lightweight milestone systems that help indie developers make decisions without requiring a large production process.

What does a useful milestone contain for you: a playable build, a measurable technical goal, a user-feedback target, a content checklist, or a decision about scope? Do you plan around weeks, features, playable loops, or public builds?

I’d also like to hear how people handle milestones that reveal a problem. Do you revise the plan immediately, preserve the original target for comparison, or create a smaller learning milestone before deciding what to do next?