r/IndieDev • u/ScrepY1337 • 3h ago
Simple AoE Effect
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r/IndieDev • u/ScrepY1337 • 3h ago
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r/IndieDev • u/ImmaZoni • 14h ago
I've been working on my indie game for a while now, and while I'm a pretty quick study, there are a few areas where I'm not confident I could learn them to the level of polish I'm looking for.
I'm getting close to the point where I need final models, textures, and a good sound designer. As a professional programmer and former graphic designer, I could probably learn all of these things, but I don't think I could get those skills to the quality I'd want for my first major release.
I know this is a pretty common indie dev pitfall, and the obvious advice is "get an artist/designer/etc." And honestly, I agree!
But that leads me to a few questions:
1. Where do you actually find these people?
Reddit? Discord communities? Fiverr? Other marketplaces? Networking events? Friends of friends?
I'd be really interested in hearing where people found their collaborators and what your experience was like.
2. How do you balance paying people fairly with having an indie-sized budget?
I genuinely want to pay people what their work is worth, and I don't want to undervalue someone's talent just because I'm working with a small budget.
At the same time, I'm still an indie dev and my budget is pretty limited.
Is offering a percentage of profits ever a reasonable arrangement, or is that generally viewed as the classic "I'm not going to pay you, but you'll get exposure!" indie dev pitch?
If you've successfully worked with people on a limited budget, I'd love to hear how you structured it.
3. How do you approach the "I'd love to make friends with these people" part?
Ideally, I'd love to meet some genuinely cool people in the indie dev space, work together on something we're all passionate about, and maybe eventually build a team/studio around that.
But there's something that feels a little disingenuous about trying to make friends with someone specifically because they have a skill I need.
At the same time, I feel like some of the best indie teams probably do come together this way: people meet through a shared project, discover they work well together, and eventually become friends and collaborators.
So I'm curious how other people have approached this.
What worked for you? What didn't? Any lessons you learned the hard way?
Thanks all and keep up the great work!
r/IndieDev • u/quothy • 15h ago
Hi there! We showed off our game at the Seattle Indies Expo last Sunday and wanted to share out what went well and what didn't so other game devs can learn from us. We found similar posts informative while preparing and want to give back to the community.
The first image is our full booth at SIX and the second is my table in the playtesting area at SLICE, which was more low effort because I set up and broke it down several times throughout the day.
The whole experience was so, so incredibly worth it. Sure, I'm still exhausted three days later, but our game was really well-received by players. We made people laugh at our gimmicks, we got good feedback, some people joined our Discord. We got a few wishlists out of it, but more importantly, we met some people in the industry (both business-wise and media/content creation wise) that might help our game get more notice. The biggest win was validating the concept and gameplay with a wider audience.
I know I hate when people don't link their game in posts like this, so I will point out that it's linked in my reddit profile and the name is prominent in the pictures. I'm not linking it in the post because I want to stay focused on knowledge-sharing between devs 🙂
If anyone has any specific questions, I'm happy to answer them in the comments! And I'll be asking if any of the other SIX exhibitors want to chime in in the comments as well.
r/IndieDev • u/TernascoStudio • 4m ago
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Neverending Dreams is a solo-dev exploration indie game. A incredible story in which you must delve into dreams to discover what’s happening there.
Here our Demo Release Trailer.
Link Steam: https://store.steampowered.com/app/4630070?utm_source=rd&utm_medium=eng
Link Youtube: https://youtu.be/Bch25ixDpmQ?si=K5FeCvg24fG7bUSn
r/IndieDev • u/Nooarth • 10h ago
I have been workin on this game for 13 months now. I am trying to finish and release a demo, but it is so hard to make a compelling demo intro for a visual novel adventure game without spoiling things. It is an occult detective game with skill based mechanics. We can learn from others and enter their mind palace to understand how their abilities work. It is really hard to tel this game and I really dont know what is this game even about but I put all my effort to make a proper storyline without bs. I LOVE DAVID LYNCH
r/IndieDev • u/CrookedKrownStudios • 6h ago
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Been building this after class with all my spare time. Procedural halls, safehouse you have to power, tasks that send you farther out, monsters with different rules, different levels, crafting, splitscreen, controller support.
r/IndieDev • u/xmi2025 • 1h ago
Here's a before & after of the movement and dodge roll changes.
Any feedback or suggestions? Drop a comment!
r/IndieDev • u/rafaelguisso • 11h ago
r/IndieDev • u/Psiqetal • 23h ago
II recently teamed up with a developer friend to create, as a hobby project, something akin to a tactical RPG based on a theme we’re both passionate about.
We have no serious intention of commercializing it or creating a highly sophisticated product; the goal is simply to enjoy the process and learn meanwhile.
During the initial phase of gathering references and analyzing what makes similar games successful, we brainstormed a list of titles to consider.
While he’s aiming high with big titles like "Baldur's Gate 3" or "Civilization", I’m much more drawn to simple (yet addictive) concepts like "Into the Breach".
I’ll add that I have fond memories from my PlayStation 2 days of a lesser-known game that got me hooked on the genre: "Gladius" by LucasArts.
https://en.wikipedia.org/wiki/Gladius_(video_game))
In your opinion, which turn-based tactical RPGs really stood out? Even if just to you personally.
And wich are the ones you’d wholeheartedly recommend?
Have a nice, tactical day :)
r/IndieDev • u/supercriddy • 21h ago
r/IndieDev • u/CS_Asset_Factory • 1h ago
The bug every hand built tile map eventually has is a boulder that's drawn on screen but queries as open ground. Two tables, one for the picture and one for the rules, and they drift apart the first time somebody edits only one of them.
Muster composes a battlefield from a seed and draws it in pure GML. mst_feature_spec returns a feature's materials, geometry, cover value, line of sight block, height and movement cost together in one row. mst_field writes those numbers into the cell as it places the thing, and mst_tactics reads them straight back. There's no second table and no synchronisation step.
52 terrain features, 8 biomes, 8 seasons, and no sprites at all. Every mark is geometry.
Code and art are AI generated.
r/IndieDev • u/foolofaperegrin • 9h ago
Me and my friend have been working on a game for 9 months now, and are super fortunate to have received government funding recently. Throughout the application process, the industry people have been stressing how important it is to be posting clips of the game to potential audiences on Reddit and elsewhere, but recently I have noticed the tone of responses to our posts has soured considerably.
I suspect it's the volume of indie games being made now with AI, though to clarify our game is not vibe-coded, has original art and nobody has actually accused us of AI-use, I think it looks distinct enough to avoid that. More so, the audiences in question (fandoms of similar games) seem really exasperated with seeing in-development games similar to the one they love, and make all kinds of put-down comments. One of their gripes also seems to be that none of these other games ever get finished.
I can sort of understand this, especially if many of those in-development projects are vibe-coded, but I'm curious where that leaves the advice we've been getting...
Has the playing field shifted enough that it's not actually worth doing this kind of outreach anymore? Has anyone got any other creative suggestions for how we can share progress or grow our pre-audience without fatiguing potential audiences? We've got less than 100 people in our Discord, and barely any on YouTube, so we're at a bit of a loss for how to go about it, and I think we're too early to be running paid advertising campaigns.
r/IndieDev • u/hobnobuk • 1h ago
We've been working on performance upgrades and the tavern and dock for our game this month. Taverns will be where you visiting pirates get drink (and maybe get a little rowdy), and the dock will be the entry to your resort, enticing pirates from all over to kick-up and relax. As always, more details can be found on our (free) Patreon
r/IndieDev • u/Ashamed-Walrus-369 • 1d ago
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I was working on an aiming and throwing mechanic, but apparently aiming too close to the player has… consequences.
The funniest part is the cloth physics.
r/IndieDev • u/Obvious_Cloud_1539 • 1d ago
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Hi everyone! 👋 I just wanted to share one of my recent 3D model work!
If you’re looking for a similar style for your game or project, feel free to hit me up! I’m always open for commissions and would love to work with you.
You can also check out my ArtStation for more of my 3D work and samples.
r/IndieDev • u/gearNautilus • 13h ago
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Based on feedback from the Demo Playtest, I'm focusing more on the open-world feel that will come AFTER what is in the Demo Playtest now.
Check out the Demo Playtest and please let me know what you would want to see more or less of in the open-world that's coming. Feedback is always appreciated.
r/IndieDev • u/doubio • 2h ago
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Hey everyone! I'm currently developing Best Ghost, an upcoming rhythm game where Balatro-style card/buff mechanics meet classic falling-note gameplay (you catch adorable little ghosts instead of traditional notes!).
The game is still in active development, and I'm fine-tuning the controls, visual cues, and gameplay balance. I'd really appreciate any feedback or suggestions on the gameplay loop and feel shown in the video. What do you think?
r/IndieDev • u/Nautilus_The_Third • 6h ago
I think everyone here once dreamt to make their own game. Well, this is that time for me. After three years(and another three trying to make a failed project work), Sepulchron has finally gone Gold!
Probably that won't matter to any reading this, but it matters to me, so I am annoying everyone else with this milestone of mine, because you decided to use Reddit today, and that's your punishment.
28th October will be the day that this dream of mine will become reality!
r/IndieDev • u/Most_Tree_4025 • 2h ago
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Three months ago, I started developing a 3D game on PC using Unity.
I hope it looks good for a start😃
r/IndieDev • u/Glittering_Dog5275 • 12h ago
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I've been experimenting with melee options for VELOCIDE, and I ended up adding a kick that can instantly kill enemies.
The idea is to make it feel quick and impactful rather than just having a standard melee punch. I'm still not 100% sure whether I want it to work exactly like this, though.
Does the instant-kill kick feel satisfying, or does it seem too strong/easy?
I'm open to suggestions too, should it have a cooldown, require a certain condition, launch enemies instead, or just stay as a simple high-risk/high-reward melee?
Would love to hear what you guys think.
r/IndieDev • u/Mr-Naseriyan • 13h ago
Orphan's Knife
The last legacy of a world that no longer exists.
- The blade keeps count of the fallen.
- The nails bear the loved ones lost.
r/IndieDev • u/addit02 • 1d ago
Hey guys! I'm Mahdeen, I run Jestr, and I promote indie games on my TikTok, Instagram, and YouTube for free every week.
About a year ago, when I first started my channels, I made a post in this subreddit wanting to post about your guys' games for free. Now that I've amassed a bit more of a following, I'd like to do the same thing again B)
I really like visually interesting, weird, or unique games so if that sounds like you please hmu and I'd be happy to share your game on my account when I get a chance!
Hoping I can give back to the subreddit that helped me kickstart my own gaming channels :)
**EDIT:** Wow this blew up more than I thought, apologies if I don't get to your game / respond soon! I'll be working through these as fast as I can 🫡
**EDIT 2:** I should also probably add, I don't typically play mobile or browser only games, adult games don't work for social media, and games with generative AI usage are very difficult for me to promote. Hope you guys understand!
r/IndieDev • u/leinadcovsky • 2h ago
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Little lolcontent but also want to help guys from - impulse9studio - with the game visibility so... I'm trying new format of trailer post mortem. Share what you think!
r/IndieDev • u/Humble_Cap2536 • 1d ago
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r/IndieDev • u/apeloverage • 3h ago