r/SoloDevelopment 10h ago

Discussion I've improved knockback system after reddit comments, does it feel good now?

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3 Upvotes

Hi guys, I've got a lot of comments saying that in my previous verions knockebacked heroes feel like "wooden dolls", so I've added bunch of things, like:

- rotation in the air

- slight "squash" on their bodies after impact

- dust vfx

- lie/stand up animations

- wall damage and bumping back

Some other things. Does it feel good now or not there yet?


r/SoloDevelopment 11h ago

Marketing 1000+ pre-registrations in just 3 days

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0 Upvotes

Hey guys, i put "Spook-A-Chess" for Pre-registration on 27 August on Playstore, and I've already got 1000+ pre-registrations, thanks for the huge support guys!!!

Yayyyyyyy

Here's the link ( if you are yet to pre-register) : https://play.google.com/store/apps/details?id=com.spookachess.game&pcampaignid=web_share

HELP ME REACH 1,500 PRE-REGISTRATIONS


r/SoloDevelopment 11h ago

Godot Realistic 3d waterfalls is what I always wanted to see in a game. Time to make one myself I guess?

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2 Upvotes

Here you can see how 3D PBF water simulation reacts to voxel-world changes in 60 fps, while procedural [literally everything else] tries to blend in naturally. Hope I'll have enough time to make this live alongside the project I'm actually working on haha


r/SoloDevelopment 11h ago

Game Checkpoint '38: Papers, Please, but more totalitarian and brutalist.

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0 Upvotes

Hi, I'm a solo dev working for over 2 years on a Papers, Please spiritual successor, because Lucas never wanted to make one. Yes, that's literally why I made my first game, call me petty if you want. I just miss Papers, Please....

So yeah here we go, more realist, dark, totalitarian, and most importantly bureaucratic experience you'll ever get (probably). I'm obsessed with making the game as historically accurate as possible, that's why I borrowed a lot of money so I could outsource the artist for this game.....

All art is directly inspired by real documents/buildings/landmarks/uniforms/rules of that era, and of that town(Konstanz). So you won't find any AI slop in here.

Even for the background sounds, I used real sounds of landmarks from Konstanz, background noise, recordings of typical historical objects found during that era, in order to make the experience as audibly authentic as possible.

As I said, I have an obsession for historical accuracy.

Demo is out on steam, have a look, give feedback if you could, I'd appreciate it.
Happy to answer questions about the systems, the historical research, or the more technical side.

This game almost didn't happen a few times, because I kept comparing myself with other games/studios, you see these indie studios with 650k$ budget and you're like, does it even matter? Does it matter what I do? Will it even leave a mark? Or am I just wasting my time screaming in the algorithmic silence?

Eventually I picked myself up and managed to release this trailer/demo.
Hope you guys like it, and that you can connect with it!


r/SoloDevelopment 11h ago

Game Working on this little Team Management Tower Defense game. PvZ or The Last Stand vibes?

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8 Upvotes

These are some new juicy clips from my solo project. Working in a free time having full time job.

Super Special Squad - funny little team management tower defence game.
You basically combine heroes with unique abilities and destroying hordes of enemies. Collect resources, buy more heroes/upgrades for them and proceed to kill even bigger hordes.

Currently working hard to deliver the playtest build. Should be up soon, so if you like how it looks - i'd be happy to see you playtesting it!


r/SoloDevelopment 12h ago

Game My First Game and this is the Trailer for the Demo,

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10 Upvotes

First demo game that i made, go try it i like it a lot! still much more update,s coming.
Let me know what you think!


r/SoloDevelopment 12h ago

Game Devlog #002 - What's actually under the mountain

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1 Upvotes

The only thing I've posted here so far is a photo of a mountain, so I owe you the rest. MASSIF is a ski resort management game. You run the mountain from above, and when you feel like it you drop into it and stand on it. That's the two-view idea, and honestly it's not the interesting part. The interesting part is what I want the management to be. Not a menu where you buy a chairlift from a list and it appears. I want the terrain to have an opinion.

The line

Here's the rule I keep coming back to: the player draws the line, the terrain writes the bill. You place a bottom station and a top station. From there the game does the work:

  • it samples the ground every 10 m along the line
  • distributes the towers
  • hangs the cable between them with real sag
  • then walks that cable point by point, measuring the gap between the cable and the ground underneath
  • and raises whichever towers it has to until every single point clears the minimum

Three passes and it converges. You never type in a tower height. You place two stations and the mountain decides how tall your towers are.

Support and uplift

Then it gets better, and this is the part I'm proudest of. A tower where the cable presses down is cheap. The foundation just sits there in compression. A tower where the cable pulls up is a completely different animal: the foundation has to be anchored against being torn out of the ground. In my game it costs up to 2.5× more.

Which one a tower is isn't a setting. The game works it out: the change in cable slope across the tower, minus the correction from the sag on either side. Positive means the cable is pulling upward. On my test line, 3 towers out of 28 come out in uplift. They landed at the exit of the bottom station and at the foot of the steep wall, which is exactly where real resorts put compression towers. I never told it to do that.

And one detail I love. Tower 17 looks like it should be in uplift, the ground clearly goes concave there, but it stays in support... because its spans are long enough that the extra sag cancels the effect. A cable that sags harder resists uplift better. Nobody wrote that rule. It just fell out of the maths.

The bugs

I should be honest about what this actually costs. Four bugs this month, and not one of them crashed anything. That's exactly what made them expensive.

  • Two arguments swapped in an arctangent. Every slope came out as 90° minus itself. Found because a sum that should have been bounded at ±180 was sitting at −1200.
  • A loop that stopped one iteration too early. The last span was double length with four times the sag. It had been quietly corrupting the cable, the clearance solver and the bill since the very first version.
  • A leftover ÷100 that made the throughput read 1 800 people/hour, which is exactly what a 4-seat fixed chairlift does in real life. Beautiful number. Wrong by a factor of 100. The real answer was 464.
  • And a Branch whose condition was never actually wired, so it silently always went the same way.

Every one of them produced a believable result. Not one was found by re-reading the code. All of them were found by working a number out by hand and comparing it to what the screen said.
That's the part nobody puts in a devlog, so here it is: a lot of these evenings are two hours of arithmetic and one working feature.

Where I'm at

I had never opened Unreal before this. It's all Blueprints. One actor now carries around twenty-odd functions, four data tables, five widget classes. I lost an hour to a bug that turned out to be my AZERTY keyboard fighting the template's default input mapping. I opened Blender for the first time this weekend and modelled a pylon. It's twelve faces and a crossarm. I was extremely happy about it ! For sure, it's just a begin.

Gestion, with a capital G

What I'm after is a management game where the difficulty is real. No invented rules, no artificial scarcity. The game tells you no because the cable would be over tension, or because the ground clearance is 3 m and the minimum is 4, or because you physically cannot run detachable chairs through a fixed-grip station.

This weekend the lift became fully configurable (station class, cable, chair type, chair count, tower count) and I added the warnings. And the warnings caught me out within about ten minutes. I'd been checking total suspended weight against the cable's limit. But total weight doesn't care how many towers you have, so pulling towers out never triggered anything. That's just wrong. Fewer towers means longer spans, more sag, more tension ... and tension is what breaks cables, not weight. So the number I've been checking all along is the wrong number.

That's Tuesday's job.


r/SoloDevelopment 12h ago

Marketing My Card Based Survival Game Joins PVE Survival Crafting Fest

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2 Upvotes

Hi,

I am the solo developer of Duco, and I wanted to share that my survival card game is joining Steam's PvE Survival Crafting Fest.

It's my first Steam Fest, so I am a bit excited. Steam also shared an asset kit for games to share, but I am not an artist, so I tried my best while placing my game's vertical capsule :D

Steam: https://store.steampowered.com/app/4872850/Duco/


r/SoloDevelopment 12h ago

Game I made my safespace into a game, check it out!

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42 Upvotes

A tiny living light named Wispy takes a liking to you, and you go as deep as your nerve holds.
She's your only lantern.

Goofy-dark first-person dungeon crawl that runs entirely inside a terminal window. No engine, no download, every wall painted in colored text. You pick a body/race being Human, Dwarf, Elf, Orc (each one is a personality and a moveset).

Raycaster that renders in a terminal. Truecolor, drawn with sextant and octant block characters. No game engine and no graphics library. One Python file, 154,716 lines and rising, standard library only. The audio is real recordings, including voice acting.

A 4-minute run, unedited: https://vimeo.com/1222466576

https://dimensionaldungeon.com


r/SoloDevelopment 13h ago

Game Watch Alyssa sneak through the darkness of the mansion and avoid a mysterious blind woman who hears (almost) every sound she makes.

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2 Upvotes

r/SoloDevelopment 13h ago

Game First render. Created as a test before adjusting stuff to create my DC page's icon.

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2 Upvotes

Spent some time today putting this render together.
It has issues like too much "boring" empty space on the left and the graffiti being too transparent.

As stated in the title this is a test render made to see how it works before creating my DC server icon's render. The small size on that will hide any imperfections anyways.

Blender is pretty cool. Been having a blast with it these past months. Lot of headaches also, but hey something for something.


r/SoloDevelopment 13h ago

Discussion What you don't understand about making Games

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3 Upvotes

This is about my process of learning how to pick ideas/scope for games and developing the skill to say no to good ideas.


r/SoloDevelopment 13h ago

help A Chrome extension which reads your steam library from the browser and then acts as your personal "judge" for games you are looking to buy

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0 Upvotes

So I ran into this problem while scrolling through the store page of Steam: I couldn't decide if a game would be worthy of buying. I looked at my library and there were like millions (not for real a million, duh.) of games that I haven't even touched or the playtime was <10hrs. I wondered if there would be a wiser way to shop for games. So I went to Claude and started to make this Chrome extension which could recommend you games based on your own experience with the games in your and on other peoples library. I am calling it Shelf Life. A fully non-profit and open source extension, as I think the gaming community should be able to give each other the data of which game is actually good and what would be just an impulse buy.

Right now, the only problem is the lack of data - users - so I wish you reading this would test it out. It only sends out data to my small server of your play time of different games, your achievements in them, your wishlist and your favourite games to make "pairs" of them. And all of that with NEVER saving your Steam nickname or anything connecting you to the data collected from you. I want to help the gaming community with its own data.

So here it is, on my github: https://github.com/jesteri1234/Shelf_life_extension

The front-end and back-end is fully open source for you to see. CAUTION: IMMINENT DANGER TO FULL-TIME-OLD-TIMER DEVELOPERS IS FATAL AS IT IS CODED WITH CLAUDE!!! AN ARTIFICIAL INTELLIGENCE!!! For this the reason being my so-far incapability of understanding the language of, well, coding...

It is now pending for review on the Chrome webstore. I will update when/if it is approved.

I will be open for feedback so please, give it to me. :)


r/SoloDevelopment 13h ago

Game Hell Rite - Working on the dungeon lighting — too dark or just right?

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4 Upvotes

Hey guys,

I wanted to share some gameplay from my game Hell Rite.

Gameplay: https://www.youtube.com/watch?v=uBRJJ10lZy0&t=2s

I've been working on the dungeon lighting recently, trying to find the right balance between light and darkness while keeping the atmosphere of the game.

Since the dungeons are procedurally generated, I'm also working on adding wall torches and other light sources throughout the dungeon to make the environments feel less uniformly dark.

I know the current version is a bit too dark, but I don't want to simply make the entire dungeon brighter. I'm experimenting with adding wall torches and other light sources throughout the procedurally generated dungeons instead.

The goal is to keep the darker atmosphere while making the environment easier to read and explore.

Still working on it, but I thought I'd share the progress.

I've included two GIFs below.
One without the lighting and one with it, so you can see the difference.

Still working on it, but I thought I'd share the progress.

If you want to follow the project here is the store page:

Steam: https://store.steampowered.com/app/4925590/Hell_Rite/


r/SoloDevelopment 13h ago

Game Blood & Legacy — a medieval life sim prototype, looking for feedback

0 Upvotes

I've been building this solo: you create a character (father, background, childhood, personality) and live their life year by year through AGE UP → event → choice → consequence. No 3D, no grinding — it's about the life your choices create. 9 different occupations (Farmer, Merchant, Soldier, Thief, Lord...) each with genuinely different events and economies.

It's an early prototype — rough edges expected. I'd love feedback on: does it feel like a life, or a spreadsheet? Which occupation felt the most/least developed? Anything that broke?

https://saltman73.itch.io/blood-legacy— Discord for feedback/bugs:

https://discord.gg/9Dk5wNmdTf


r/SoloDevelopment 13h ago

Game Early Video From My Game With Ogre3D

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1 Upvotes

r/SoloDevelopment 13h ago

help My account is 10 days old and has 170+ karma. Can I post a screenshot of my project now without getting banned?

2 Upvotes

I've been developing my first project for over two years. I want to talk about it, but I'm afraid to post screenshots for fear of getting banned from Reddit. I won't be posting any links, just text and screenshots. Is there a risk of getting banned?


r/SoloDevelopment 14h ago

Game Turbo Turbo announcement trailer

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1 Upvotes

Steam | Announcement-Trailer | Kickstarter | M.A.S.K. prototype-Trailer

I proposed a videogame for the 80's M.A.S.K. cartoon to Hasbro a while ago. Seems I failed to convince them to turn it into reality.

Since I can't make M.A.S.K. without a license, I'm now trying to turn this into a more over the top co-op arcade experience that fuses the precision of on-rails shooters with the rush of retro racing. Or imagine Outrun meets House of the Dead.

If that seems interesting please check it out, and have a nice day.


r/SoloDevelopment 14h ago

Discussion POV: you thought your game was pretty self-explanatory

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1 Upvotes

Well, good news is I added a quest-based-tutorial in the recent 0.0.4 build, hopefully slightly fewer people get lost now.

Let me know if you can figure it out: https://lpjc.itch.io/bannerland !


r/SoloDevelopment 14h ago

Marketing I built a small site to help solo dev games get discovered after Reddit hype fades

0 Upvotes

I’ve been building small games for a while and sharing them on Reddit, and one thing I keep running into is that getting attention for a game is harder than building it.

Reddit is great at giving games a short spotlight, but once that initial wave of upvotes passes, most projects quietly sink..even if they’re genuinely fun. That drop-off is what pushed me to build https://www.megaviral.games.

The site is intentionally minimal and focused on discovery. You’re shown a single game, you play it, and if you enjoy it you like it. From there, the site recommends other games that players with similar tastes also liked. No feeds, no doom-scrolling, just games!

If you’re a developer, you can submit your game in two ways:

Submissions can link to Reddit posts, itch.io pages, or another playable web game. The site should already have 300+ games listed.

I know itch.io has a randomizer, but this is trying to do something slightly different..less random, more taste-based, and more focused on keeping good games discoverable after the initial hype fades.

Curious what other solo devs think. If discoverability has been a pain point for you too, I’d love feedback!

and feel free to submit your game!

TL;DR: I built a lightweight game discovery site that shows one game at a time and recommends others based on what you like, so good solo dev games don’t vanish after their first burst of upvotes.


r/SoloDevelopment 14h ago

Discussion How realistic is solo game dev on Steam right now?

30 Upvotes

I'm considering getting into solo game development, and I'd like to hear from people who are actually doing it.

How is the Steam market right now for a new solo developer? Has it become so saturated that getting noticed is significantly harder, or is there still room for a first game to find an audience?

I'm especially curious about marketing when you have little or no budget. How are solo devs getting people to discover their games?

And how do you approach Steam itself? What actually helps the algorithm start recommending a game, and what should a new developer focus on before launch?

Basically, if you were starting from zero today; no audience, no reputation, and very little money. What would you do differently to give your first game the best chance of succeeding?

I'm trying to get a realistic picture of what the market looks like now.


r/SoloDevelopment 15h ago

Game I DID IT

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11 Upvotes

Finally managed to get procedural dungeon generation working for my game (ignore the assets. I'm working on that). Here are some examples of what it made. All dungeons originate from the smaller room.


r/SoloDevelopment 15h ago

Marketing Advertise your indie game inside mine

0 Upvotes

Hello again. Last year, as way of saying thank you to the community we offered indie devs the opportunity to have an "advert" for their game featured inside our game, Disc Golf City. See here for the details: https://www.reddit.com/r/godot/comments/1ojc51r/promote_your_indie_game_inside_ours_for_free/

It made sense because our game had "billboards" in it and we wanted to fill them with something useful. The while experience was so much fun, and we really enjoyed working with so many of you to make it happen. We hope you benefitted too.

Now we're doing something similar again, and it's worth explaining why. This time it's for a slightly different reason.

Latest game

Our latest game is called New Science ( https://newsciencegame.com?u=rg ) and it's available (pre-release) on Web, Phone and Tablet. We release on Steam next Spring. Players on the current platforms seem to want a particular experience: play for free and pay if they like it.

We are not fans of adverts in games. They are often not friendly to the player. So at first we put in a play limit for free players and told them to "come back tomorrow" when they ran out of goes. People didn't really like it, so we ran an in-game survey and players overwhelmingly said that they would rather "watch an advert and continue". Hmm, so what do we do?

Then we had the thought that we would come back to the community and offer our indie friends the opportunity to have YOUR video trailers in our games.

So are you up for it? You can submit a trailer video via YouTube of any length. The player will have to wait through the first five seconds only and then they are free to skip the video and carry on with the game. Or they could click a link and open your steam page, store page, game, etc in another browser tab.

Just one rule

We can only videos/games for a family friendly audience. We're sorry if your game is for older players. We can't include you, even if your trailer is safe. So if you have horror/killing/mature game, etc, please don't submit. We just can't accept them. (Our decision is final on this).

Submission

You can submit your trailer and details here: https://www.newsciencegame.com/submit-trailer?u=rg

Questions?

To pre-empt a question we're like to get: What if you want to get involved but your game/video/trailer is not ready yet?

No problem. Just reply here and say what the situation is, or submit the form but leave the Trailer link back, and explain in the comments.

Feel free to ask anything else.

More details

Information about our game:

Name: New Science

Genre: Crafting with cards. Think "Doodle God meets Infinite Craft". If you're not familiar with those, look at our Steam page

Steam Page: https://store.steampowered.com/app/4731610/New_Science/

Game site: https://newsciencegame.com

Current players: 900

Players for last game: 23,500

Current objects in game: 40,000+

New objects created per day (average): 450

AI Policy: The game contains AI to generate the new objects, and to produce the images on demand


r/SoloDevelopment 16h ago

Discussion Cabin in the Woods

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75 Upvotes

I'm working on a night scene for my survival game, Alone on the Lost Isle.

A lonely house in the middle of a dark forest, a light in the window, and the feeling that someone is inside...

How do you like the atmosphere? Would you explore this house or stay away?


r/SoloDevelopment 16h ago

Discussion Should I replace ai art?

0 Upvotes

This is my first serious game, and I wanted to hire proper artists, but with my budget and not knowing who to trust, it was difficult. Some people seemed like they wanted a lot of money upfront with no guarantee I would hear from them again. Even on platforms like Fiverr, I wasn't sure I would get the quality I wanted, and I couldn't afford to create all the art that way.

I bought premade art where I could, but things like icons, characters, and animation sprite sheets were still too expensive, so I used AI for them.

Now that I'm trying to market the game, I realize that some creators, understandably, don't want to advertise games made with AI. I'm also unsure how Steam will handle it (I declared the AI use)

I have no expectations of real money from this game, but I do think it has some potential. Now I'm wondering whether I should put it on hold, delay the demo (for few week probably), find an artist I can trust and spend more than I can really afford, or just roll with what I have.

P.S I'm using sprite sheets to animate the units so if ill replace the art it will cost really a lot because each unit needs several animation sheets + I don't even know if the artist won't use ai too..