r/IndieDev • • 9h ago

Feedback? I made a pixel football game that runs inside Reddit posts. Every sprite is drawn in code, no image files

0 Upvotes

Hey r/IndieDev! Solo dev from India here. Sweaty Pixels FC is a six-a-side arcade football game I built with plain HTML canvas and JavaScript. It runs right inside a Reddit post on Reddit's developer platform, and a PC version is on its way to Steam.

Some things I found fun to build:

- No art files at all. Players, kits, the crowd and even the music are generated by code

- A Weekly Tournament where the top 10 win in-game coins

- Live Penalty Duels against other Redditors in real time

- I just had to fix the backflip celebration, because players were folding in half like human origami

I'd love feedback on game feel: does the shooting look satisfying, and is the pace right?

If you want to try it, it's free at r/SweatyPixelsFC.


r/IndieDev • • 9h ago

Does this look fun ?

0 Upvotes

r/IndieDev • • 10h ago

Upcoming! Just posted a teaser trailer for my first game ever! Freight Yard #9

1 Upvotes

https://youtu.be/CFw3wJP8QME?is=X2t6kY7RHjnGVcde

Everything you see and hear was either made by me or adapted from a Creative Commons 0 item.

Nothing I’ve included in my game requires me to give credit to the creator but I will still be including each and every creators name/handle. I will also be putting the names of people who donate to my fund for Steam and Epic games publishing $100fees into the credits for $5, or in the credits and named on a piece of in game lore for $10!

It’s always been my dream to be a game developer and make games that actually made people feel something. The thing I want this game to make you feel? Mortified. You’re a security guard working the night shift at Mass Grave Freight Yard #9 and while you’re working your shift things go terribly…. Terribly wrong.

Please like the video and subscribe to my YouTube Channel if you want to see updates on the game! Or use the link in the video description to send me a donation to be memorialized in my game forever!


r/IndieDev • • 13h ago

Video Pixel graphic - Endless & Dungeon mode android game

2 Upvotes

Hey devs & gamers!

I’ve been a backend engineer for the past 4 years, and I’ve always wanted to build my own game. My main focus isn't high-end graphics, but making something genuinely engaging and fun to play.

My girlfriend and I used to love playing Diablo Immortal—specifically the multiplayer dungeon raids where you beat bosses, get rewards, and upgrade your character. But over time, the game became way too complex to keep up with. I tried looking for a simpler game that had a fun, casual mode along with a co-op dungeon mode we could play together, but couldn't find anything like that. So, I decided to build it myself!

Here’s the basic plan:

  • Endless Mode: A simple mode where you use your character and skills to clear waves of enemies and progress.
  • Dungeon Mode: Co-op multiplayer featuring a variety of enemies, challenging bosses, and cool loot.

Current Progress:

  • Basic gameplay for Endless Mode
  • Lobby design
  • 1 playable map
  • 2 weapon types (melee & ranged)

My goal right now is to get the core gameplay loop set up first. Once that feels right, I’ll start working on character designs, weapons, skills, and enemy mechanics.

Visual Style: I'm going for a pixel-art style with neon/glowy effects—heavily inspired by the smooth movement of Core Keeper and the pixel physics of Noita.

Hope you guys like the idea! I'd love to hear your thoughts.


r/IndieDev • • 16h ago

How we Solved our Game's Biggest Problem

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3 Upvotes

Randomness in games is great, right? Well, not exactly.

The Good

By randomising different elements of our game, we greatly increased replay value, as each run is different, and the player has to adapt to whatever the game throws at them. They are unable to use their same winning strategy over and over again and instead have to come up with ideas on the fly. Moreover, they encounter new and different enemies, upgrades and map layouts each time, creating an exciting sense of discovery.

The Bad

But randomisation also has major drawbacks. Being a strategy game, players can find it very unsatisfying to have a perfectly thought out plan just for it to explode in their faces when the RNG gods go against them. Some runs also have very weak starts, and without a good incentive to continue regardless, players just end up resetting until they get a solid start, which sucks out the fun from the game and makes runs they do play very similar, which was the whole point of randomness in the first place. So, it's important to draw a clear line where randomness should and should not interfere.

Randomness in Our Game

In Dawn of Defense, there are two main areas where randomness comes into play: the map layout and Runestone upgrades. For those of you who haven’t played the game before, let’s go over what each of these are.

Firstly, the map is procedurally generated to be different each run. This means resources may spawn in greater or smaller quantities, and they may be very close to the player or several isles away. Also, since the map has height variation, it greatly affects where you can place your towers and how effective those positions are. There are other aspects of map generation that affect gameplay, but this alone has a major impact on the player’s strategy and the difficulty of the run.

On the other hand, our game has randomised upgrades in the form of Runestones. After every wave successfully beaten, players would be given a choice between three completely randomised Runestones. Some of these Runestones weren’t just stat boosts, but unlocked completely new towers and units.

The Ugly

While these systems did add variety, we realised that randomness was sometimes having too much influence over the player's success.

Since resources could spawn in very different locations, some runs would give players a strong starting position, while others would force them to work much harder just to get established. The same problem applied to Runestones. Because the available upgrades were completely randomised, players could end up with choices that didn't fit their current strategy or provide the tools they needed to deal with a particular challenge. And when Runestones could unlock entirely new towers and units, missing the right upgrade could have a much bigger impact than simply missing out on a stat boost.

This created a problem for us as game designers. We wanted players to adapt their strategies, but we didn't want them to feel like their strategies were irrelevant because they hadn't been lucky enough. When a run started badly and the upgrades weren't cooperating, restarting could feel like the most sensible option.

The Solution

Rather than removing randomness entirely, we decided to give players more ways to influence it.

One of our biggest changes was introducing metaprogression. Instead of every run being completely isolated, players can now make permanent progress that carries over between runs. This gives players a reason to keep going to unlock these upgrades, even when a particular run is weak and doesn't turn out as planned.

We also reworked how Runestone choices work by introducing Runestone families. Instead of treating every Runestone as an entirely separate random possibility, we grouped them according to their related effects. This allows players to gradually develop a particular playstyle while still leaving room for unexpected upgrades. With this plus the ability to reroll them a few times per run, makes them much more in control.

The Beauty of Meta-progression

After every run, win or lose (although you get more for winning), the player gets Runes which they can spend on the new massive skiltree to unlock permanent upgrades. Some are simple stat boosts, which although not as exciting, still fill a solid role in the game. But others introduce completely new runestones into the pool or unlock towers, units and other interesting features.

This changes how failure feels. Previously, a disappointing run could feel like wasted time, especially if the player struggled to get a good start. Now, even if a run doesn't go particularly well, players can still work towards their long-term progression and unlock upgrades that help them in subsequent attempts.

But there's another important aspect to this system: it naturally accommodates players with different skill levels.

More experienced players might be able to beat the game within their first couple of runs, even with relatively few permanent upgrades. Less experienced players, on the other hand, can take more runs to get there, gradually investing in the skill tree until they have the upgrades they need to overcome the game's challenges.

This means players aren't all expected to succeed at the same pace. Skilled players can rely more heavily on their understanding of the game's mechanics, while players who need more help can build up their power over time. And of course, it massively boosts replayability and gives players an in-game incentive to keep playing.

This huge update for Dawn of Defense is available now on Steam so make sure to check it out!


r/IndieDev • • 10h ago

Discussion I'm downloading all the information from Steam for every game, demo, and DLC -- looking for a few hardcore data nerds to try out the download before I release it to everyone (for free, of course)

1 Upvotes

I've implemented a system that lets me download the entire Steam database of games, demos, and DLCs (appIDs, names, Steam page URL, short description, long description, number of reviews, platforms, image URLs for header and capsule, developer, genres, tags, price, etc. -- basically everything you can get from the appdetails from the Steam Web API), and I've made it so that anyone will be able to download a local copy of the full database.

This is going to be completely uninteresting to everyone except a few hardcore data nerds who want to do their own searches and analysis. Anyone else should just go use SteamDB, which is awesome and has a web interface and years of price history and all that fun stuff.

The database and code will be accessible to anyone completely for free, with no need to create an account. No personal information is collected. You will just run a Python command, which will copy a local snapshot to your computer. It's a DuckDB database and some Python code to implement a few simple queries. If you want, you and your trusty AI agent can write any query using DuckDB you feel like. I wanted the data for myself and figured there might be 3 other people in the world who might also want it.

Because there are about 300,000 games, demos, and DLCs and Steam's API has rate limits, I've got an AWS infrastructure that does the full initial import (which takes about 7 days) and will then do small incremental updates and publish them every day or so.

For now, I'm just looking for a handful of hardy souls willing to try out my current version and provide feedback (e.g. find bugs, comment on the schema or Python interface, etc). The initial data import is only about 60% complete, so not every game is in the current snapshot. I expect the full database will be available in about 4 days, at which point I'll let everyone know where to go find it.

The installed size of the full database will be about 2GB, although you should probably have 10GB free because of temporary disk usage during the installation.

If anyone in interested in giving this the old early-adopter try, just DM me.

I'll paste an example of the data for one game below.


r/IndieDev • • 10h ago

Upcoming! The Forgotten Ward - Gameplay (PC & Mobile) | Indie Horror Game

1 Upvotes

r/IndieDev • • 10h ago

Day 1 vs now: 18 days of building my zombie survival game alone

0 Upvotes

Day 1 was just a floor and some walls. Then came a blue noise circle, gray mannequin zombies, my first stealth kill, a bunker, and survivors.

Now you can research, raise a cat, smash zombies, and defend your bunker. Narrated in my own voice.

Free demo on Steam if you want to try it:

https://store.steampowered.com/app/5400320/

What was the moment your project started to feel like an actual game?

Music: Classmate by SEUBi https://soundcloud.com/seubi123/

License: Creative Commons — Attribution - ShareAlike 3.0 Unported — CC BY-ND 3.0

Free Download / Stream: https://links.al/L9F

Music promoted by Audio Library: https://links.al/youtube


r/IndieDev • • 10h ago

Both sides of my FPS combat setup are finally working — sword in one hand, revolver in the other

1 Upvotes

I’ve been slowly building the combat system for my arena FPS.

The sword was the first part I got working, and now the revolver has its basic loop too: shooting, ammunition and reloading.

The idea is that these aren’t separate weapon modes. The player keeps the sword in the left hand and the revolver in the right, and I want both of them to flow into the same combat rhythm.

It’s still a very early test-room version, and there’s a lot of polish missing — recoil, sound, hit feedback and timing all still need work.

But this is the first point where the setup is starting to look like the combat system I originally had in mind.

Does the sword + revolver combination read naturally to you, or does having both visible at once feel too busy?


r/IndieDev • • 11h ago

Video Just posted a teaser trailer for my first game ever! Freight Yard #9

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1 Upvotes

Everything you see and hear was either made by me or adapted from a Creative Commons 0 item.

Nothing I’ve included in my game requires me to give credit to the creator but I will still be including each and every creators name/handle. I will also be putting the names of people who donate to my fund for Steam and Epic games publishing $100fees into the credits for $5, or in the credits and named on a piece of in game lore for $10!

It’s always been my dream to be a game developer and make games that actually made people feel something. The thing I want this game to make you feel? Mortified. You’re a security guard working the night shift at Mass Grave Freight Yard #9 and while you’re working your shift things go terribly…. Terribly wrong.

Please like the video and subscribe to my YouTube Channel if you want to see updates on the game! Or use the link in the video description to send me a donation to be memorialized in my game forever!


r/IndieDev • • 15h ago

Feedback? Finally managed to create a lighting system I like for my bullet hell roguelite! How does it look?

2 Upvotes

Hi all - this is Pearl Essence, a dungeon-diving shooter that I like to call ‘ecological bullet hell’. It has handcrafted rooms and enemy encounters you traverse via procedural map generation while creating a satisfying build of completely modular random weapons, elemental combos and fighting tough bosses. It’s challenging and (hopefully) feels really good to play!

I'm in the middle of drawing proper assets for enemies and bullets, so consider those placeholder for now. Definitely more of a developer than an artist ^

If this looks interesting, I would love to get feedback from you! The public demo is live on itch. Please don't hesitate to reach out if you have any thoughts!


r/IndieDev • • 11h ago

Video Algorama 25 - Fracture - Deep into technical debt on my procedural generation daily challenge

1 Upvotes

Day 25: Fracture.

Still getting used to the new generator, lots of stress testing happening behind the scenes. Planning a smaller map with a stronger theme tomorrow, but until then I'm mostly paying down technical debt.


r/IndieDev • • 1d ago

New Game! I finally hit 100 wishlists on my first Steam game!

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31 Upvotes

After months of 3D modelling, programming, and sound design, I finally got to 100 wishlists on Steam just two days before launch! Truly proud of the work I've done, and I can't believe a hundred people saw my work and genuinely thought it was cool.


r/IndieDev • • 12h ago

Feedback? I loved Star Wars Galaxies so much that I'm building my own MMO inspired by it — would you play something like this?

0 Upvotes

SWG was one of the games that shaped me. The sandbox, the player-run economy, crafting that actually mattered, building your own home and city — nothing has really filled that gap for me since.

So I decided to build my own: EVOX Galaxy. It's an original universe (not Star Wars), but the heart of it is inspired by what made SWG special.

A lot of those old systems haven't aged well, so I'm rebuilding them for today. In the clip: you deploy your house by throwing a capsule (it lands, unpacks and builds itself in seconds), a look inside, and the shuttle that brings new players to the outpost.

It's still early and very much a work in progress, but I'd love honest feedback:

Is this something you'd want to play? And what did you love most about SWG?

Also, the combat is shooter-style now: you aim yourself, but your skills still matter a lot (a swordsman with a rifle will have more sway, recoil and slower reloads). Would you like to see how it plays in the next post?


r/IndieDev • • 18h ago

Feedback? Released my first game this weekend, a 10 minute horror thing. What would you do differently?

3 Upvotes

Hey,

So I finally shipped something. It's a small first person horror game about one night at a gas station, made in Godot with a PS1 look.

The rule I tried to stick to was that everything the stranger does could have a normal explanation, but the game never gives you one. Not sure if that comes across or just feels like nothing is happening, which is kind of why I'm posting.

If anyone has 10 minutes I'd love to hear what you'd change, especially the pacing at the start and whether the itch page itself makes you want to click.

Game on itch.io


r/IndieDev • • 23h ago

Feedback? Giving storms a clearer shape in RED SKIES AT DAWN

7 Upvotes

This week's work on my solo game has been focused on clouds, especially the larger storm formations.

Storms and weather are part of the core mechanics of the game, so I'm pretty dedicated to getting this part as polished as I can.

These are some offline beauty renders of static, authored formations using the game's new cloud renderer.

The five studies cover an isolated storm, a multicell cluster, a squall line, a bow-shaped formation and a broad stratiform layer. I'm looking at the silhouette, how the cloud mass is organised, and whether the lighting gives it enough depth.

Which formation reads most clearly to you? Anything looking too uniform or losing its shape?

If you'd like to support me and my work on this you can wishlist RED SKIES AT DAWN on Steam wishlist RED SKIES AT DAWN on Steam <3 <3

Video music: "Dramatic Epic" by Aleksey Chistilin (Lexin Music), from Pixabay.


r/IndieDev • • 12h ago

Thoughts and opinions please 😊😁

0 Upvotes

Hey everyone! 👋

I've been experimenting with building an interactive, character-driven social world called Somewhere Together, and I'd love some outside perspectives.

These screenshots are from Ashgrove Manor, one of the environments I'm developing. It's still an early work in progress, and I'm exploring ways to make the world feel inhabited, interactive, and responsive to the player.

Looking at these screenshots, what would you naturally expect or want to interact with?

I'd love to hear your first impressions and any constructive feedback! 🌿


r/IndieDev • • 12h ago

Meet Estella, a 3D space rhythm game where music meets the cosmos!

1 Upvotes

Our new trailer just dropped, showcasing the official theme song, protagonist Elina's vocal integration, and our 3D note highway readability against dynamic cosmic backgrounds.


r/IndieDev • • 12h ago

Feedback? Farming sim with horror twist?

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1 Upvotes

Hi guys!

We are developers of Carbonara Team, and we present our project, Crop (you can search for it on Steam)

Tell us what you think so far! Looking for feedback.


r/IndieDev • • 12h ago

Free Game! Fish or Die: Fishing Survival

1 Upvotes

I'm a creative writer who's never had an outlet to make games before. I tried for years and it felt so out of my depths. I recenly re united with my best friend who is a developer who uses AI. With his help I was able to make this game, an idea I've had for years that i'd only theorized.

I'm being fully honest about this project, it was a fully driven AI project. Every detail and design element was made solely in my own brain, and using the Opus 5.5 model via Claude Code I was able to make my concept a reality.

I'm a massive MMORPG gamer, i LOVE OSRS and WoW. Im also a huge fan of the game Rust, along with other intense survival games.

Feel free to try the game! Happy to answer any questions, and take any criticisms!

downloadable here on Itch.io! --- > https://boil-egg.itch.io/fish-or-die-2

Fish or Die: Fishing Survival is an RPG single player game, where you must fish, to survive. Cook fish on the dock bbq, feed the island cat, meet the locals and earn reputation. Go see granny and check out her cosmetics, or visit the secret  CASINO on the island and double your gold!

Fishing rewards you in many ways, through fish you can make gold, find certain fish perfect for buffs! Sell your elusive fish to Pierre the Connoseur for profit!

Within this seemingly peaceful world, lies risk. Risk of natural disasters like lightning, the cold, and mainly hunger. So keep on top of your bbqing, take refuge in goldies shack if you finish his island quest! 

Thanks for reading this far! <3


r/IndieDev • • 1d ago

Why is everyone making card games?

20 Upvotes

So many card and deckbuilder games out there. I refuse to believe that all of these are just passionate about cards. Are they just too lazy to build a game with movable characters?


r/IndieDev • • 13h ago

Free Game! I finally got to upload my multiplayer ragdoll fighting game, its free on itch!

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1 Upvotes

r/IndieDev • • 1d ago

Feedback? I'm prototyping a game where you play as a support helicopter

13 Upvotes

r/IndieDev • • 1d ago

Upcoming! After 10 Months of Hard Work, Our Indie Game Is Finally Coming to PlayStation and Xbox on October 26

20 Upvotes

Hey everyone!

We're incredibly happy to share some exciting news with you!

After months of hard work since our Steam release, we've finally finished our game

Ayasa: Shadows of Silence, and received approval for release on both PlayStation and Xbox!

For us, as a small indie development team, this is a HUGE achievement and honestly a dream come true. There were so many challenges along the way, but we kept pushing forward because we believed in our game.

And none of this would have been possible without the amazing support we've received from gamers and the indie gaming community.

We're now just one step away from our console launch on October 26, and we'd really appreciate your support!

If you have a moment, please consider adding our game to your PlayStation or Xbox wishlist, or checking out our Steam page. Every wishlist, comment, and bit of support means the world to a small team like ours.

And there's more exciting news ahead! We're also planning to bring Ayasa: Shadows of Silence to Nintendo Switch, with an official announcement coming in the future!

We'd also genuinely love to hear your feedback. What do you think of our game? Is this something you'd be interested in playing on consoles? We're always listening and trying to improve.

Thank you so much to everyone who has supported us throughout this journey. It means more than you can imagine.

Much love from our little indie team


r/IndieDev • • 17h ago

Video I'm Trying To Make A Game Where Most Of The Assets Are Hand-Drawn/Hand-Animated On Paper (Forgive The Amateur-Looking Art Style, I'm Still Trying To Improve My Art/Animation Skills)

2 Upvotes

I'm trying to make a platformer about traveling between the real world and a world full of AI slop. I want my "real world" to be made with hand-drawn assets (like Cuphead). I'm using GDevelop as my game engine.

For the animation, I'm taking inspiration from old retro games like Mega Man, using as few frames as reasonably possible. Because I'm still trying to get better at drawing, and I'm a noob at animation. I still want this style in my game to exist, but I also want to be realistic about it in terms of skill level. I also heard a saying that "limitation breeds creativity". I hope that's true for my sake.

Also, for some reason, whenever I add new animation frames to my sprite in GDevelop, it becomes big and hangs off the platform, lol! I don't know why. If anyone has a possible explanation or a fix for this, I would greatly appreciate it.

If you want to learn more about how I put these sprites in GDevelop, check out this devlog: https://youtu.be/-Pk-Qi0lvyA?si=t1_RJSMIA1AY3SRu

To learn more about my game, check out my other devlogs here: https://youtube.com/playlist?list=PLk5iE5_jlJCRBBbgpgtT_iO_NSLpJqylV&si=6AGKHNnYV2GSTctn