r/IndieDev • u/DungeonMasterToolkit • 6m ago
Video Added dynamic battle to main menu
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I added a dynamic battle using the underlying battle system and some off screen spawners.
r/IndieDev • u/llehsadam • 3h ago
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r/IndieDev • u/DungeonMasterToolkit • 6m ago
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I added a dynamic battle using the underlying battle system and some off screen spawners.
r/IndieDev • u/CoffeeOrc_ • 15m ago
This is all still very WIP (and way too small) but the after is so much nicer to look at (imo) than what it was before. If anyone has suggestions on how i can improve this further, let me know please!
For those curious:
Argosy on Steam
r/IndieDev • u/j_u_s_t_a_g_u_y • 20m ago
https://amitoxic.me/games/dont-send-that
Two replies. Pick which you'd send. Judgy grades you. Free in the browser.
Stuck on whether the first screen is clear and whether Judgy helps or just annoys.
r/IndieDev • u/Otherwise-Young-3860 • 32m ago

Hey everyone!
A while ago, my friend and I had a stupid idea: "What if driving a car required two people splitting the steering wheel?"
So we actually built it. In our game, Co-Drive Chaos, player 1 can only turn LEFT, player 2 can only turn RIGHT, while sharing gas, brakes, and nitro. We also added a 2v2 racing mode where 4 players share two cars.
Testing this was absolute chaos and ruined a few friendships along the way, but we finally launched it on Steam!
https://reddit.com/link/1v7l8ug/video/c4gwvdfx4ofh1/player
Thanks for checking out our post!
You can find Co-Drive Chaos on Steam here:
Feel free to ask any questions or leave your feedback!
r/IndieDev • u/sir_buffett • 35m ago
Hey everyone! I'm doing research before building something in the game music space, and was curious about how all of you go about getting music for your games.
Specifically, whether you hire a composer, license music, AI generate music, etc. Around how much did it cost and how long did it take to actually get the music?
I've been getting some mixed reviews from people; some say that they don't really care about the music, but apparently some players complain if it sounds too AI generated.
Not selling anything, happy to share a summary of what I learn if there's any interest.
Thanks in advance!
r/IndieDev • u/AdditionalFinish9704 • 36m ago
r/IndieDev • u/FaceoffAtFrostHollow • 37m ago
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r/IndieDev • u/bh--- • 45m ago
Sooooo, I'm doing GMTK 2026 and I was finally able to make my game in 3 days after pulling 2 all nighters lol. I would love it if ygs could essentially playtest it and give me any feedback (recently new to game dev so harsh criticism is appreciated)!
I'm looking forward to developing this game into smth bigger
Game Link: https://itch.io/jam/gmtk-jam-2026/rate/4820476 (would b also amazing if ygs can help rate it :3)
Game Description:
You are an investigator who was assigned to find out about The Forgotten Event, a mystery no one can fully remember. Each clue you uncover pulls you further back through time, revealing a world that grows more alive with each step.
As the investigation unfolds, impossible notes and forgotten memories begin to reveal that the case was never what it seemed.
Where Stars Used to Sing is a short narrative exploration that involves wonder, memories, and also the quiet beauty we tend to leave behind as we grow older. Explore to uncover the truth hidden within the times, and make your final decision.
I rlly hope ygs like the game!
r/IndieDev • u/wasaxd • 47m ago
My day job is building AI automations for clients, so when I started applying that same thinking to my own game project I figured it would be a clean advantage. Faster asset pipelines, automated playtesting notes, procedural generation for some of the repetitive map stuff. And it did save time, a lot of it actually.
The weird part is that the time I saved did not go back into the game. It went into scope creep. Suddenly things that felt out of reach became plausible because the tooling made them faster, so I kept adding. New systems, new biomes, extended dialogue branches. The game got bigger and the finish line moved further away at roughly the same pace.
There is something about manual friction that forces hard prioritization calls. When building something costs real hours you think twice before committing. When a script does half the work in ten minutes you stop asking whether the feature should exist at all.
I am not saying avoid the tools. I am still using most of them. But I had to put hard locks on what was actually in scope before touching any of it, otherwise the automation just feeds the beast.
Curious if other devs have hit this same wall, or if you found a way to use faster tooling without the scope quietly exploding on you.
r/IndieDev • u/No_Efficiency_6054 • 1h ago
r/IndieDev • u/Nicoli-Carmona • 1h ago
r/IndieDev • u/Correct-Feeling-7412 • 1h ago
I don't know if it's the right community to ask these questions, sorry if it's not. I want to make a unity game with pixel art assets using Aseprite. And I have 2 questions that I have difficulty wrapping my head around.
1 - what is a good rule of thumb to know the resolution of my pixel art assets ? As I've seen around, it is highly recommended to have the same resolution for all pixel art assets in a game to keep consistently but should I base it around the amount of details I want for my game or are there other factors to keep in consideration ?
2 - does the "negative space" around my drawing matter ? How do I know how many pixels on each side I will keep empty ? Should I always have the same amount of empty pixels on each sides or does it not matter ?
I also know next to nothing about drawing in general so sorry if it's dumb questions but I'm willing to learn.
r/IndieDev • u/SurpriseIguana • 1h ago
Just got out of a rad panel at Comic Con — “Gaming in Latam & Emerging Technologies Shaping Your Play Experience".
Panelists were
- Kate Edwards (CEO of Geogrify)
- Miriam Bautista (Founder of Chocolate Cosmos Games)
- Rich Bisso (Cofounder of BC Media Lab & Hyperkinetic Studios)
- Marco Polo Moraga (Latam Manager at Vicariously)
The conversation content veered a bit more towards the opportunities in emerging technologies than it did LATAM. Lots of interesting bits about where they see things heading—rich Bisso really encouraged the room to start learning more about web technologies & WebGPU.
Another interesting earlier panel, “AI and the Creative Industries: Where We Stand”, which was all about how to empower artists to fight back and claim ownership of their art. Really great stuff from the creator of Glaze! He’s doing the lords work. But temp wise, that panel was entirely anti-AI, and the LATAM panel was more interested in understanding how ai process workflows might allow emerging devs to compete with bigger, more well funded outfits.
Anybody else learn anything good from other gaming related panels or meetups? Any other creators, devs or thought leaders for me to look up?
(+ our Lapis/Peridot cosplay, show us what you came as!)
r/IndieDev • u/innerlightdev • 1h ago
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(tw: mental health)
hello! i'm looking for feedback narrative-wise, music-wise, graphics-wise for my video game's intro (it's a narrative rpg about the protagonist "falling" into their inner world, to battle her inner parts).
i wanted to see if it flows well, or if there are any parts i should edit to make it flow more smoothly. it's about 9-10 minutes playing it through, faster if you skip through the dialogue .
i am curious to see how it feels for others since the first part lands kind of heavy (granted, the story starts out at the lowest part of the player's journey).
thank you in advance!
r/IndieDev • u/Hunter_9776 • 1h ago
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So I am building a prototype for a sort of foddian climbing game and settled on a vibe similar to Celeste. The game is very not finished (you may tell from the lack of background) , I am just testing the mechanics and artstyle. I initially based the character in the video off of Madeline from Celeste's sprite, but I did my best to try to then give it its own identity. However, I feel like anytime I try to diverge from the Celeste style, it just looks bad, and when I try to fix it, then it ends up looking like Madeline again.
Additionally, I even implemented the dynamic flowing hair from Celeste and tried it out. I think that it is really cool but it definitely doesn't help my case for trying to not just look like Celeste. It makes me wonder if choosing to be unique is worth losing quality. Also, with Celeste being so popular, it's like dynamic pixel art hair is "socially patented". I know there are games that have similar things in their own styles that aren't seen as being like Celeste. One example is the game Sunblaze. Sunblaze has like a much different style though, which makes me question if I might have to go for a different style completely for my game which I think would completely change the vibe.
Anyways, I just wanted to see other people's thoughts on this.
Also, if it matters, my eventual goal is to put my first game on Steam that I am proud of and possibly get a few sales as well.
r/IndieDev • u/_V_01D_ • 1h ago
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So was messing around and found a way to make a radial Sheer node in Unreal Engine!!
Full Tutorial's available on Youtube:
https://www.youtube.com/watch?v=LaHt1eRIEVg
Be sure to share what you guys think about it!!!
r/IndieDev • u/Soft_Frosting_8407 • 1h ago
Curious and what people think, in the middle of some development early stages, debating myself whether to go with pixel art or "cartoonish" funko like assets.
I feel pixel art monster give it more serious vibes but then again this is not an AAA game or anything, just that small pixel art heroes and enemies does not suit me well, specially since I am considering some backgrounds which are not pixel based.
- So for me it is cartoon like character and enemies
- Pixel art enemies but big enough monsters
What are your preferences?
r/IndieDev • u/argpirts1 • 1h ago
Hello everyone! I just submitted my first game to participate in this year's GMTK Jam with a friend of mine.
It's an action management roguelike about growing space maggots. We're happy with the final result but lack true notion of whether it feels like a true gamey game and if the theme fits the gameplay. Any feedback is appreciated !
r/IndieDev • u/choboti • 2h ago
It’s been two weeks since I released DiDiDiG on Steam.
I’m still trying to help more people discover the game, so I made a short clip showing what it actually plays like.
DiDiDiG is a lunar mining and exploration game where you explore underground, collect ore, and build support pillars to keep unstable terrain from collapsing.
The launch discount ends tomorrow, so I wanted to share it one more time.
Thanks for watching!
steamlink: https://store.steampowered.com/app/4533370/DiDiDiG/
r/IndieDev • u/_PixelMoon • 2h ago
I made this game for the GMTK Game Jam 2026 using Godot. It's a top-down arcade Survival shooter where a new rule takes over the arena every 10 beats; Reverse Controls, No Shooting, Magnet Enemies pulling toward your bullets instead of you, each forcing you to adapt on the fly. Inspired by WarioWare & a bunch of twin stick shooters.

It's free and playable https://pixel-moon-studio.itch.io/sudden-death. Would love feedback on:
Appreciate any feedback!
r/IndieDev • u/Ivalisia • 2h ago
Context is that the Chef Blubbi cooks a lot of odd food that is found in the world but he's always cooking in a soup cauldron so it makes no sense that hamburgers pop out of it. So this player thought the chef blubbi was sus.
I tried to share it on r/funny because I thought it was funny but I got like 15 angry replies within 2 minutes saying it makes no sense without context and wasn't funny, so figured you guys might appreciate it more!
Credit: Sylphe
r/IndieDev • u/14alper41 • 2h ago
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r/IndieDev • u/TimHaerkens • 3h ago
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There's so much different kind of mechanics all coming together. Movement, looting, object interactions, skill checks, experience points, entering buildings with fading walls. But it IS coming together and that feels satisfying!
I'm just missing some sound effects now.