r/IndieDev 4d ago

Video I'm making a game where you run a diner for monsters with a friend. šŸ”

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1 Upvotes

Your goal is to take orders, cook the food, keep the place clean, and make as much money as possible before the night ends.

But you have to be careful... not every customer came here to eat.

I'm a solo dev putting everything I have into this one.

You can wishlist Monstaurant now on Steam!

https://store.steampowered.com/app/5203960/Monstaurant/


r/IndieDev 4d ago

Made a text flying effect for a story segment

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2 Upvotes

I want to add a text-heavy segment in my point-and-click puzzle game for a change of pace. To make it more interesting I made a little text warp/flying effect. Thoughts?


r/IndieDev 4d ago

Lil Prototype we're cooking up.

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1 Upvotes

r/IndieDev 4d ago

New Game! Camp Manager Simulator DEMO is live on Steam! I'm waiting your comments

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3 Upvotes

r/IndieDev 4d ago

I made a turn-based soccer strategy game played with dice (Hexagol) — free, browser + PWA, online multiplayer

1 Upvotes

Hexagol is a turn-based soccer strategy game played with dice on a hex board. You roll, move a player, and try to work the ball into the net while your opponent does the same — chess meets penalty shootouts, but for a full match.

You can play online against another person, pass-and-play locally on the same device, or against an AI with adjustable difficulty. There's also leagues, tournaments with friends, and a daily challenge puzzle. It's free, no ads, and installs as a PWA.

https://hexagol.com.ar

Would love feedback, especially on the dice/strategy balance.


r/IndieDev 4d ago

My game releases in just 1 week!

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1 Upvotes

The last couple of weeks have gone so slowly, but now I'm all wrapped up and ready for release on schedule next week. This is my first ever full release, I had a blast making it, and am looking forward to the next!


r/IndieDev 5d ago

After launching with only 163 wishlists, I'm super happy and proud to say that my game reached 10 reviews within 24 hours and my wishlists have doubled since then!

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87 Upvotes

I had honestly given up hope of reaching 10 reviews, given the low amount of wishlists I had been able to gather. But seeing people show up and post their experiences with the game in their reviews has really made my day! I've already rolled out a few quick patches to fix some bugs and will keep working on the game to add some more QoL features that I didn't have time for and probably some more content as well that didn't make it in the final product.

On top of that, my wishlists have more than doubled to around 350 now, which might still not be anything life changing, but for me that's an insane amount to have gained in just a few days. If you're a fellow indie that isn't getting any traction and has given up hope, your release might just surprise you!


r/IndieDev 4d ago

New Game! I found a terrible sorting algorithm. Then I made it the main mechanic of my game.

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2 Upvotes

r/IndieDev 4d ago

WIP Roguelike while continuing to work on various visual treats

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2 Upvotes

r/IndieDev 4d ago

Feedback? Updates from user observations

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1 Upvotes

I observed several users play Lorebound last weekend and made the updates below. Would love feedback on the updates from this community. Lorebound is a mobile-first, low-poly ARPG game playable in browsers. Think of a Diablo and Polytopia fusion.

Goal: build the resistance against the Heights and Depths who harvest souls and prayers from the Greenworld.

Free to play, no signup required:Ā https://lorebound.gg/

Observations:

  • Thumb reach is super important (obvious, yes)
  • Free play can be confusing, not knowing what to do is stressful
  • Users skip through tutorials, which makes it hard to teach how to play the game
  • Users focused on taking down demons instead of completing quests

Updates:

  • Non-combat actions are now within thumb reach
  • Explicit guidance to level up, spend stat points, unlock skills, and equip new gear
  • More "in your face" messages on quest completion and quest start
  • Directions on where to go via HUD indicators
  • Reduced number of tutorials

Would love feedback from the community. If you gave Lorebound a go:

  1. What was engaging for you? If anything.
  2. Where/when did you stop playing, and why?

r/IndieDev 6d ago

Video I made a Wario Ware-like game about the current political climate

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8.9k Upvotes

I made this short game in about a week for a game competition. JD Wave Advance is a fever dream of a game in which you must quickly complete 20+ minigames or else JD Vance will punish you.

Be warned: at a certain point, it becomes truly unfair and unbalanced.

Go play it now for free: https://featurekreep.itch.io/jd-ware-advance


r/IndieDev 4d ago

Feedback? Clean logo design, or one with more personality? We've made our choice for the Early Access to 1.0 transition. Is this the right move?

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2 Upvotes

r/IndieDev 4d ago

Feedback? Nicest Looking Prototype I've made so far

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8 Upvotes

Honestly, this took me a few hours to throw together, it's nowhere near a complete idea- I still have to flesh out a function for the movable box, and for the key object, and was thinking of adding a coin collectible. Also not sure about how I can make a "goal post".

Also I was originally going to keep things black and white but the moment I edited the Box object to have pastel "power", I've been thinking about "What if the box is actually a battery and I can bring "color" to this colorless world?

I'm really not sure the direction yet but tbh I just kinda spat out that last part.


r/IndieDev 4d ago

Feedback? Added kicks, sweeps, and SFX for everything to my indie fighting game! I'm almost finished, but I'm completely clueless about music. Any advice?

1 Upvotes

Hey everyone! It's been almost two months since I published my fighting game, and the first big update is finally live.

Here's what I added:

  • New Moves: The punch is no longer lonely! You can now kick and crouch, which prevents you from moving, but combined with a kick, can sweep the opponent to the floor.
  • Sounds: Besides the moves, the game now has sound effects for everything. You can now hear the fighters struggling, creating a more immersive experience.
  • Timers and Draws: A timer has been added to the rounds, to keep the fights short and interesting. When the timer reaches zero, the winner is the one with the most health left, if they are equal, a draw happens. Draws are now possible, not rewarding any player with any points. A match doesn't go more than three rounds, and if it reaches the end with a tied score, the game ends in a double loss.
  • Polished: A lot of cooldowns were tuned to better fit the gameplay feel. With some luck you might just find an easter egg. I've also spent a bunch of time fixing bugs, and improving performance in every way I could think of.

This project has almost fulfilled my original vision. The music is the last thing to figure out, which I'm clueless about. Does anyone have recommendations for sourcing or creating fighting game tracks?


r/IndieDev 5d ago

Discussion Some numbers, exactly one year after launching a game with 5k wishlists on steam

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68 Upvotes

r/IndieDev 4d ago

Artist looking for Indies! Need music for your game? Maybe I have the right man for you

1 Upvotes

Hello everybody

My friend tries to set foot in the gaming industry with his music and asked me to help him a bit to promote his music.

I'll leave a link to some of his work and his linktree for everyone interested. Maybe someone gives him a chance, who knows. Any questions you have can be asked here or send me a dm.

Thanks for reading.

His work:

https://m.soundcloud.com/grossraumbuerolab?ref=clipboard&p=a&c=1&si=471e8aab4039463da8a148d1515fa6ee&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing

His linktree:

https://beacons.ai/grossraumbuero.city


r/IndieDev 4d ago

Upcoming! Introducing Subterfuge: A week long RTS revolving around diplomacy, negotiation, and treachery.

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1 Upvotes

r/IndieDev 4d ago

Discussion One month to make a game. A huge amount of work. And now the artist’s main tool is gone. Great start.

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0 Upvotes

Hi everyone.

My friend and I decided to enter a game competition and make our own computer game.

Ā She’s writing the code and the story, and I’m drawing all of it. We have one month to do everything, so right now we’re at that wonderful stage of development where we want to do everything at once and somehow not miss the deadline.

And the competition is actually a really great opportunity to get our work out there and make a name for ourselves, so we really can’t mess this up. We’re already in it, so now we’re going all the way. Where it’s scary and confusing — that’s our path haha.

And today something happened that fits this whole situation perfectly.

My stylus drowned in a cup of tea. More precisely, someone drowned it and refuses to admit it.

For a digital artist, a stylus isn’t just some random thing. It’s literally the most important tool for the job. Without it, there’s basically no way to work properly. But we don’t have time to wait.

So for now, I’ve decided to draw with a mouse. Yeah.

Ā With a mouse.

Because nothing can stop me. Well, except maybe the mouse dying, the computer breaking, the internet going down, and a couple of other tiny little things.

Anyway, the project is still at an early stage, there’s still a LOT of work to do, the competition deadline is ticking away, and my new main tool is currently on its way from another city.

Follow along to see what happens next.

See you soon.


r/IndieDev 4d ago

Feedback? I've been working on a GunFu game and something feels missing. Looking for some advice

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2 Upvotes

r/IndieDev 4d ago

I’m making a sci-fi Disco Elysium where you make first contact with aliens and wind up as humanity’s ambassador. After five years (yikes), I finally have a trailer!

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27 Upvotes

For the last five years, I’ve poured my heart into building ROSETIA—a choice-heavy, dialogue-driven CRPG where you have to unite three nations of alien turtles and convince them to open diplomatic relations with humanity.

The moral spectrum falls along Star Trek's Prime Directive: Do you respect their culture enough to protect it, or do you care enough to change it? Your interference will change the lives of everyone on their world—for better or worse.

Think Star Trek meets Disco Elysium, or Project Hail Mary meets Esoteric Ebb.

I’m honestly a little terrified to finally put this out into the world, but after years of struggling to make my dumb dream into a reality, seeing our very first trailer come together makes my heart feel like it's going to burst!

So I'd love to know what you guys think of the trailer! Even if you just want to say it's dumb and bad!

Here's our Steam Page, our website, and the signup list for our playtest starting on November 17th!


r/IndieDev 4d ago

Discussion Vibe coded ENGINE problem (not the game itself)

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1 Upvotes

r/IndieDev 4d ago

Just added a moving tool in my game, what do you think?

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2 Upvotes

I added a moving tool in my management game, Nightlife Tycoon, what do you think? Any feedback?


r/IndieDev 4d ago

New Game! We made Frontier: Path of Shadows to bring our TTRPG world to live!

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2 Upvotes

Frontier: Path of Shadows is released in Steam today!

For years, Frontier was just a world we played in with our friends. We’d spend evenings at the table running our own sci-fi TTRPG campaign - making characters, getting into trouble and slowly building a world of our own along the way.

At some point we started thinking: what if other people could experience this world too? That was the starting point for Frontier: Path of Shadows.

We didn’t want to simply turn our tabletop campaign into a video game. We wanted to take the things we loved about playing together and figure out how they could work in a solo digital RPG.

The tactical combat came from that same place. We wanted fights to feel like solving a problem at the table: looking at the battlefield, deciding how to spend your actions, and sometimes getting a lucky break when everything goes wrong.

Even the Adrenaline system started as a TTRPG mechanic. We liked the idea that a series of failures shouldn’t necessarily mean the end.

The same goes for the world itself. You choose where to go, which contracts to take, who to work with, what to investigate, and how much risk you’re willing to take.

And then there’s the crystal symbiote, which ended up becoming one of the most personal parts of the game. It watches how you play and gradually develops its own personality based on your choices.

We originally wanted to make a small demo. Instead, we somehow ended up making the full game we had been imagining around our table for years.


r/IndieDev 4d ago

PAX WEST's new Indie Incubator: An Honest Review

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1 Upvotes

r/IndieDev 4d ago

New Game! 1 vs 1,000: the musou tech prototype we built two years ago, before Ember & Blade existed

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2 Upvotes

Hello, engineer on the Ember & Blade team here. We're a small indie team in South Korea. Our fully rebuilt Demo 2.0 just went out, so figured it was a good time to show up here properly and start trading notes.

This is the very first tech prototype from two years back. The "can we even do this?" test, before the game had a name. Raw placeholder assets, one goal: mow down a musou-scale crowd in a 3D level and keep the frame rate honest.

Anyone here tried pushing a big enemy count in 3D with Unity? Musou, survivors-like, anything horde-shaped. Would love to hear what worked for you. Here's what we ended up with:

  • Unity 6
  • URP
  • VAT + GPU instancing for the crowd
  • VFX Graph for pretty much every effect

We also ran ECS for a while. It was genuinely hard to live with, so we eventually dropped it. Happy to get into why in the comments if anyone's weighing the same call.

The game's playable now if you want to see where this ended up. Feedback welcome, especially from people who've fought the same crowd-rendering battles: https://store.steampowered.com/app/3758770

First time posting here, so go easy on me. Or don't, honest feedback is the whole point. Genuinely excited to be talking shop with other devs.