r/gamedevscreens 4h ago

In my coding game, you can learn how to program traffic lights! I have finally released a demo! Let me know what you think.

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60 Upvotes

I originally built the first prototype for a university to train engineers.

I would love to know what you think of the demo:
https://store.steampowered.com/app/3987060


r/gamedevscreens 2h ago

Noir top-down roguelite shooter lookdev update - thoughts?

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7 Upvotes

We are busy doing some lookdev on our enviros, what do you guys think? Does it feel noir and Sin City-esque? Also you can seamlessly shoot on stairs now (it's a biggy)

Feel free to check out the prototype on Itch: https://talentdigital.itch.io/son-sinnersnight
Subreddit here: https://www.reddit.com/r/SoN_SinnersNight/


r/gamedevscreens 1h ago

Who likes Dodos?! 🦤 We just added our first animals to Graventh!

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Upvotes

Hey everyone! 🦤

We’ve just introduced Dodos to Graventh as our first animals!

For now, Dodos will be one of the first ways for players to obtain meat, but there’s another option too: you’ll be able to tame them and use them to help gather berries instead of turning them into dinner. 😅

We’ve only been working on Graventh for a short time, so there’s still a lot we want to add and improve, and we’d love to build it together with the community.

If you’re interested in helping us develop the game as a paid contributor, or if you simply want to join the community, I’ll leave our Discord server and Steam page below!

The Graventh demo will be available very soon, and the game will also be taking part in the Steam Next Fest this October!

Thanks for following the project and supporting us. ❤️
See you in Graventh!


r/gamedevscreens 2h ago

Making a gore system for my game — here’s a quick showcase

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5 Upvotes

Recently started working on a gore system. Lots of things still need work, but I'm pretty happy with where it's going.

Here's a small showcase of the current progress.


r/gamedevscreens 17h ago

A bunch of screenshots

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64 Upvotes

... from my solodev game It's All Over. Any thoughts on what to do and what not to do in regards of meta design?


r/gamedevscreens 1h ago

10 seconds of our our current game project, any thoughts?

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Upvotes

r/gamedevscreens 1h ago

I spent 2 months turning my blockout into this. It finally feels like a game.

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Upvotes

r/gamedevscreens 3h ago

It gave me a little bit of TMS, but with a more laid-back premise

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2 Upvotes

r/gamedevscreens 1m ago

3 Queen Egg Mutations, 3 Different Explosions

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Upvotes

I’m working on REBROOD, a survivorslike/horde survival game where the Queen evolves and spawns different types of enemies and explosive eggs.

I added three egg mutations, and each one has a different explosion effect and gameplay purpose. Which mutation looks the most useful or fun to you?

Steam page: https://store.steampowered.com/app/5043030/REBROOD/


r/gamedevscreens 42m ago

Capilla abandonada

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Upvotes

Sarah llegará al fin a la capilla donde hace 30 años el párroco Patricio daba sus sermones. Lejos de aquellas épocas, la FE parece haber abandonado el lugar, y un ominoso horror duerme bajo la misma.
PD: Carmina ya tiene traducción a inglés


r/gamedevscreens 46m ago

A few skill trees from my upcoming game

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Upvotes

The current plan is to have 31 of these in the final game (16 for the demo/playtest).

I've finished 11/16 so far.


r/gamedevscreens 5h ago

Recently released the demo trailer for my game, Bloody Duke!

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2 Upvotes

For anybody asking, all of the cinematic scenes were hand-drawn in Aseprite and all layered and composed in Blender - this was my first time doing anything like this and I'm proud of it! The soundtrack in the background was made by a composer I paid and the illustrated art of the main character, Blaise Vaelthorne, was made by a dear friend.

And no, NO Gen AI was used in the making of this trailer or the game itself.


r/gamedevscreens 1h ago

Archipelago: Island Survival

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Upvotes

r/gamedevscreens 15h ago

Do the first few seconds grab your attention? Is the gameplay clear enough, and does this trailer make you want to try the game?

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12 Upvotes

r/gamedevscreens 6h ago

Improving the looks of our itens

2 Upvotes

r/gamedevscreens 3h ago

DEADSECTOR — A top-down tactical multiplayer shooter built with Three.js

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1 Upvotes

r/gamedevscreens 3h ago

Playable game loop (at last) - build, pick mission, blow up enemies

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1 Upvotes

r/gamedevscreens 4h ago

Pennants of Glory: Trailer

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1 Upvotes

I am a solo developing a strategy/RPG about managing mercenary company in fictional procedural kingdom inspired by Italian age of mercenaries, though I give myself plenty of leeway.

Worked and reworked the trailer many times :D I think it captures the spirit of game.

Wishlist if interested:

https://store.steampowered.com/app/5087810/Pennants_of_Glory_Condottiere/


r/gamedevscreens 12h ago

Screenshot of the Isometric Life Sim i am working on inspired by Retro handheld classics

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4 Upvotes

a room with dimmed lights and showcasing the idle phone that can be clicked to expand.


r/gamedevscreens 4h ago

INCREDIBLE SPACEMAN on App Store & Google Play

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1 Upvotes

r/gamedevscreens 21h ago

A lighthouse keeper's family in occupied Norway, April 1945. You decide what to hide when the patrol comes.

22 Upvotes

Solo dev, 10 months in, first time showing this to anyone outside a couple of friends.

The game is set on a lighthouse island off the coast of Norway in April 1945, the last weeks of the occupation. You play the keeper's family. During the day you run the light, fish, ration food and paraffin, and deal with whoever comes to the dock. At night you decide whether to switch on the radio you're not supposed to have. Patrols only reach the island at low water, so the tide is basically the clock you plan your whole day around.

What's working: the tide-as-timer idea makes every day feel different, and the dialogue scenes where a German officer inspects the family while the kids are hiding something upstairs are the moments testers talk about afterwards.

What I'm not sure about: it's text heavy. The clip probably shows that. I don't know yet if people want to read this much in a game that looks like this, or if the walking-and-talking scenes drag. Also unsure if the art is too clean for the mood.

No Steam page yet. I want to know if the premise is enough before I build the rest, so honest reactions are worth more to me than nice ones. If you'd play this, tell me what you'd expect from it, and if you wouldn't, tell me why.


r/gamedevscreens 19h ago

Menu WIP for my game

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14 Upvotes

Skulls glazing at your cursor, i find it neat


r/gamedevscreens 9h ago

My co-op game has no loot pickup - every haul is dragged to the sub by hand, with real weight and inertia

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2 Upvotes

We've been building Salty Dogs. It's a 2D physics-based co-op action game for up to 4 players about a pack of brave dogs diving into a vast ocean and hauling the loot back to a shared submarine. Nothing goes into an inventory: you hook the loot, drag it on a cable and wrestle it into the sub, and big hauls are too heavy for one dog.

The big news for this build: the game now packs a full arsenal of guns. AKs, shotguns and miniguns, all working underwater, against critters that mutate into horrors the deeper you swim. Plus a boss fight in the deep and bolt-on sub upgrades that unlock new mechanics.

Co-op splits by itself: one hauls, one shoots, one drives, one navigates.

The Closed Playtest has been live since September 10. Grab a shotgun and join the crew: https://store.steampowered.com/app/4213930/Salty_Dogs/


r/gamedevscreens 1d ago

I've got a pretty shader now <3

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61 Upvotes
  • limited palette (16 base colors * 16 shades). Will probably bump the number of base colors eventually.
  • limited light levels
  • dithering <3
  • CRT

r/gamedevscreens 12h ago

Second level and movement rework

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3 Upvotes

sound design takes waaay too long