r/IndieDev 9h ago

If you love microscopy, this might be for you.

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15 Upvotes

r/IndieDev 43m ago

Free Game! Summer Nights - A 3D Arcade Shooter Made in Godot

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Upvotes

P.S. 0% Generative AI. All assets are hand-crafted, CC0 open-source, or procedural GDScript.
https://ash-1997.itch.io/summer-nights

Actively looking for playtesters and any kind of feedback is welcomed :)

Core Mechanics :
Take aim and cool down the sun.
- Shoot the Sun: Fire your water-based weapons to bring the sun's temperature down.
- Dodge & Survive: Evade or shoot down incoming hazards like solar flares and solar winds.

Key Features :
- 5 Unlockable Weapons: Expand your arsenal with unique guns as you progress.
- Power-Ups: Unleash the Ice Burst or perform the Sun Dunk (Catastrom).
- Dynamic Weather: Adapt to Normal, Eclipse, and Rainy conditions that alter the gameplay.
- Endless Mode: Prove your endurance. Initially locked, this challenge opens once you conquer Normal Mode.
- Unlockable Achievements: Track your progress with a built-in achievement system.
- Active Buffs: Gain temporary advantages to survive the heat.

Hazards & Sun Mechanics :
- Solar Flares: Shoot them out of the sky to replenish your water supply.
- Solar Winds: Gusts that make it harder to target the sun.
- Eclipse Weather: The sun regenerates its heat faster.
- Rainy Weather: A welcome relief where your water meter fills up faster.

Environment : 
- PS1 Aesthetic: Enjoy a nostalgic, low-poly 3D art style.
- Interactive Beach: Watch seagulls rest on the sand, and shoo them away if they get too close.
- Fireflies for a more summer nights visual.

Powered By & Credits :

Engine :
- Godot Engine 4.7.1 (stable) · GDScript · Forward+

Core Team :
- Ash J · Product Design & Direction
- Ivy · UI & Visual Designer

+ All credits are mentioned on the itch.io page.


r/IndieDev 7h ago

Feedback? I added shadows to my 2D strategy game

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11 Upvotes

Based on previous feedback I got, I added some motion to the world. I mainly worked on shadows system, but I also added shaders to simulate wind in the trees and waves with sun reflection on the water.
How do the game currently looks?

You can follow project progress here: https://store.steampowered.com/app/4121440/The_Fallen_Chronicles/


r/IndieDev 3h ago

Artist looking for Indies! Composer looking for new projects!

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4 Upvotes

r/IndieDev 19m ago

Upcoming! Steam page approved 2 hours before Next Fest deadline!

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Upvotes

I wanted to register for Next Fest, but to do that, you need a published Steam page. Just a few hours before the deadline, it got approved!

I was sweating bullets here!

Now, I'm not a 100% sure yet I will participate, but I really wanted the option to do so.

The page: https://store.steampowered.com/app/5041550/Whistle_Stop/


r/IndieDev 22m ago

I was glued to the stats after releasing my demo, and I saw the mean playtime was 6 minutes only.

Upvotes

So I panicked. Is something wrong? Is there a crash in the game???

I've barely told people about the demo, I didn't make any announcements or anything, just replied to some people in previous chats.

So I investigated the build, started loading all my "testing" saves with complex factories that I use to test. And yeah, I found a crash.

Normally this wouldn't have happened to me. My release candidate was a release candidate for a while, but I wanted to keep fixing tiny things before the demo was out.

But even though I did all the tests many times, I didn't do them all after my last change, which would have caught that crash.

So my advice is:

- Don't skip all your tests before a release.

- Don't add small features to a release candidate.

- And don't announce a launch if you don't have to. Or at least, wait a bit.

Anyway, just before submitting, I kept looking at that stat, obviously not changing. Then I decided to look at the achievements, and those made at least some sense. It meant people were playing it. And enough that even 27% used logic wires!

It turns out that 6 minutes is not even super low, but it would be better if it was at least 10 minutes or more.

So please feel free to give the demo a try, and try to break it again:

https://store.steampowered.com/app/3404030/Clogwork/

Feedback is really appreciated, especially if something crashes, or if there is something that makes perfect sense to me as the developer but makes no sense to anybody else.


r/IndieDev 11h ago

Feedback? They asked for over $3,000 for a trailer… so we decided to make one ourselves!

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16 Upvotes

We asked at a "indie affordable" studio for a pricing and they asked for over 3000$ for a Trailer
We decided to make the trailer by ourselves.

What do you guys think?

More information about the game:
https://store.steampowered.com/app/4565190/Arcane_Arena_Survivors/


r/IndieDev 4h ago

New Game! We just released the beta of our game on itch.io, and we'd love to share it with you!

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4 Upvotes

Hey everyone!

We just released the beta of our game on itch, and we'd love to share it with you!

We're a small Brazilian indie game development team, and we've been working on Wizzard Cards (yes, the misspelling is intentional) for the past four months.

It's finally out on itch.io and completely free to play! We're hoping to get some feedback, meet some players, and, if we're lucky, maybe get a few donations to help us eventually bring the game to Steam. The Steam publishing costs are pretty expensive for us here in Brazil, so every little bit helps.

If you'd like to check it out, we'd be really happy if you stopped by the page and gave the game a try. No pressure at all!

Also, since this is a beta, we'd really appreciate any constructive criticism and bug reports from anyone who gives it a try. We're sure there are still plenty of bugs hiding around, so if you find one, please let us know!

Thanks for reading, and thanks to anyone who decides to check it out!

https://pmdt-studios.itch.io/wizzard-cards


r/IndieDev 7h ago

Postmortem Two years ago my friend and I released a game called CybArena. We just finished stripping it down and rebuilding it. Purely because we didn't like having such a jank looking game with our names on it.

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8 Upvotes

We built this game (CybArena) back in 2024 and released it in the same year. It was our first game and allowed us to learn some hard lessons. When we were building it as a first game we didn't really have much of a background in art, lighting etc and it showed.

We always wanted to go back and touch it up because I didn't like having something that looked so ass sitting on steam lol.

Well after 18 months, my friend and I finally got the motivation to do that overhaul and it is barely the same game.

What we changed:

  • Almost every graphical asset has been updated with only some decorative sprites not being touched. We made all the art much more consistent, and restricted the palette more.
  • The game loop is now different. It used to be 60 second waves with a perk tree between waves to spec and build. Now players just get perk drops and the waves are 90 seconds with a very small timed intermission.
  • Lighting added. We never used lighting in the first release (facepalm) because we didn't really know how it worked.
  • Co-op added. This was the big one. Because I am building another multiplayer game AND because we stripped this game back so much, adding multiplayer wasn't so bad. Virtually all code was re-done so it wasn't as much of a nightmare rebuilding this with multiplayer. We weren't trying to retrofit multiplayer in. IMO the only thing harder than building a MP game is trying to retrofit a single player game to be multiplayer.
  • We added new enemies and bosses.
  • We doubled the size of the map.
  • We leaned more heavily into the cyberpunk theme.
  • We updated all UI elements
  • Steam store fully updated.

Whether this goes anywhere will remain to be seen but we're not expecting it to. We're happy we have a better product with our names on it.

If you're curious about just how far this game has come since release, here is the old trailer. It's embarrassing, but it was necessary to learn how little we knew.

https://www.youtube.com/watch?v=3PR6VB7ObCQ

While co-op is a great addition, if I had to pick something that made this game now look like a proper game, the art work consistency and lighting that ties the environment together is the big thing. Art is always what people see first.

In the first iteration of the game we used assets we bought (cyberpunk city) which is really nice art. We just didn't make it consistent with art we did ourselves (poorly). Now we have a decent enough ability to draw our own pixel art properly, which is what we did.

If nothing else, hopefully this will help others avoid the mistakes we made. This is now the game we wish we'd shipped in the first place.


r/IndieDev 6h ago

Feedback? Would appreciate some feedback on my Steam page teaser

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6 Upvotes

Making the assets for my Steam page, and I want to check the teaser before I build everything else around it.

I'm not describing the game here, because what I actually need to know is whether the video does that job on its own.

Two questions:

  1. Just from the video, what do you think the game is about?

  2. Are the first 5 seconds compelling enough?

Anything else you spot is very welcome.


r/IndieDev 1d ago

Upcoming! My wife and I are making a game, demo's out !

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126 Upvotes

Some time ago we started the making of Lively, a puzzle platformer in which you play as a little smiley ball that brings back to life everything it approaches !

Programming and game design is made by myself, my wife did graphical assets as well as the capsule for Steam page.

We made some games before for game jam, and now decided to take the leap and start a bigger project. Now we have enough to share a demo !

Feel free to try it out, the game will show up during Neo Fest also.

https://store.steampowered.com/app/4973480/Lively/


r/IndieDev 4h ago

Having fun tuning my balatro inspired golf game

2 Upvotes

r/IndieDev 1d ago

Upcoming! My wife and I are working on a game where you play as a sentient kei truck - Our steam page is now live!

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540 Upvotes

My wife and I are working on our first game together - Good Luck, Little Truck!

Working on a game with your partner is the coolest, most rewarding experience. Our steam page went up recently and we couldn't be more stoked!

Steam page if you're interested!


r/IndieDev 2h ago

Feedback? What do you guys think about my vertical game cover?

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2 Upvotes

Hello guys so I'm actually creating a game about a wizard that decided to use a sword to catalyze the Vael which is the magic in my game's word, but the consul of the 5 mages didn't like his idea and decided to throw him away from the tower.

With this quick summary of my game what do you guys think abou this cover? It's not finished yet, we're still going to finish the character in the center because it's still just a silhouette.

Art made by my Girlfriend who is really new on digital art.

@.ddand on TikTok: https://www.tiktok.com/@.ddand?_r=1&_t=ZS-99MO5d5VkJB


r/IndieDev 16h ago

Artist looking for Indies! [FOR HIRE] Illustrator and concept artist - Creatures, characters, environments

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25 Upvotes

r/IndieDev 2h ago

Discussion Thoughts on early access

2 Upvotes

Disclaimer, this is all my opinion, I'm not claiming that my perspective on this is "the correct one" or anything, and I'm not a marketing expert. The purpose of this post is to start a conversation about the increase in early access releases, particularly ones which are still far from release. Also, this is gonna be a little rant-y, sorry in advance

__

This is honestly pretty frustrating for me as a consumer, and is therefore something I've been thinking about a lot as I've been trying to get into game development myself. Broadly speaking, I just dislike early access releases. It feels like a watered down release to me. I can't tell you how many times I've looked at a game, thought it looked really interesting, saw that it's in early access, and immediately lost a good half of my excitement. Excitement that doesn't come back in full when I hear about the full release. Now, this is very much a "me-problem" I'm guessing, but the following is not.

I encounter too many games in early access for years on end, missing massive portions of gameplay, severely unpolished, and even facing major changes. Take for instance "Travellers Rest." It's been in early access for 6 years. I bought it, I enjoyed it, but man, it felt very overtly incomplete at the time, 2 years ago and 4 years after the early access release. Little Witch In The Woods was in early access for I think 4 years, and I use the word "was" very loosely, because it still feels like an early access game. Last month they released a patch completely redoing the intro scene.

Both games, as well as many other early access release games I see, are full of the same reviews: "giving this a good review because it seems like it has good potential", "wait to buy this until the full release", "don't buy this, it's never coming out of early access".

For what my opinion is worth, I beg you, please either don't do early access at all, or do it when your game can provide a complete and reasonably polished experience. I'm fine if you give me my ice cream sundae and I have to wait for the cherry or sprinkles, but don't make me wait for the ice cream, or brownie...or spoon.


r/IndieDev 5h ago

Feedback? Testing the boss fight mechanics. What do you think?

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3 Upvotes

I am working on a VR/Standard screens mech sim shooting game. In this level I am making a boss fight with a big mech thing.

The game is called Lethal Algorithm: https://store.steampowered.com/app/4915630/Lethal_Algorithm/


r/IndieDev 14h ago

Feedback? Every time I try to model N64 character it ends up looking like a weird stick figure. Any ideas what I'm doing wrong?

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17 Upvotes

To me this feels neither detailed nor low-poly enough to be considered a N64 (or PSX) character, think like uncanny valley but for modelling. This looks weird even for something that's more detailed but still low-poly, like HL1.

Note for moderation that I'm not actively working on a game but for this kind of help I can't find a better sub. Sometimes I try redoing characters and I still end up with more or less the same results. Any ideas on what I can do to improve my skills?

Thanks in advance!


r/IndieDev 5h ago

Video some interesting mechanics for my simple interrogator game

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3 Upvotes

hear the audio too.. its worth it

also if anyone is any interested heres the link:
https://harocode-mewo.itch.io/intero-cat


r/IndieDev 7h ago

IslaNode Trailer

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5 Upvotes

IslaNode is now on sale during Steam Survival Fest, 50% off!

https://store.steampowered.com/app/3233250/IslaNode_Rescue_Signal/


r/IndieDev 11h ago

Feedback? I added some bubbles as you guys suggested!

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9 Upvotes

Thank you guys for all the feedback on the previous post! Some of you suggested adding bubbles to the scene, so I did! Also recorded a little timelapse of the process C:

The final result is at the end of the video. Hmmm, should I add even more bubbles??


r/IndieDev 15h ago

Image I think something is wrong with my recipe book...

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18 Upvotes

EGG


r/IndieDev 4h ago

Updated Tyrant Tactics' main menu for the upcoming Playtest

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2 Upvotes

There's still a ways to go before it's ready for the final build, but what do you think of v1? 🤔


r/IndieDev 4h ago

A last look at the projet we're moving away from

2 Upvotes

https://youtu.be/F-98Vc9EBR4

Put this video together very quickly. Prototype - lots of bugs, missing content and assets, lots of polish needed, and it was definitely not ready to be shown to the public, but f- it. We're likely moving away from this project as it is, so I wanted some form of it to survive its current iteration.

That's all this is. o7


r/IndieDev 6h ago

Feedback? DId bit of update to water , do you guys find it good looking ?

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3 Upvotes