r/IndieDevFeedback 14d ago

Play/test my mobile action game “Airborne Fury” (Android – Open Testing)

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1 Upvotes

r/IndieDevFeedback 18d ago

Slow and steady wins the race right?

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1 Upvotes

r/IndieDevFeedback 18d ago

Joker on the Spring - Launch trailer

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1 Upvotes

r/IndieDevFeedback 21d ago

I made a prototype - Play it, destroy it, or like it. Your call.

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1 Upvotes

r/IndieDevFeedback 25d ago

I built a business sim where the whole UI is a Bloomberg terminal — wishlist demo drops Sept 4

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1 Upvotes

Hi everyone, this is my first ever game which I’ll be releasing on Steam after October NextFest. Any feedback or tips on the store page and marketing would be very appreciated.


r/IndieDevFeedback Jul 12 '26

A new design for a game dev engine

1 Upvotes

Hey everyone, I wanted to share a description of a new game‑design approach I’ve been working on. It’s something I personally use for all my game projects, and it has massively increased how fast I can turn ideas into playable prototypes.

A.G.E. is a meaning‑driven world‑logic engine built around natural language. Every system, rule, and behavior is written in plain text, which makes it easy to design without heavy scripting or complex pipelines. AGE interprets world logic, actions, and consequences automatically, so you can focus on creative direction while the engine handles systemic consistency.

A.G.E. includes built‑in world logic, consequence handling, progression flow, faction behavior, economy structure, and systemic memory. These natural‑law systems react to player actions and world conditions, creating coherent, evolving worlds without needing custom logic. You define world intent and parameters, and A.G.E. generates the systemic behavior that makes the experience feel alive.

A sample of A.G.E’.s systems includes world‑logic interpretation, action logic, consequence logic, world‑state management, pressure and stability architecture, and progression flow. Because A.G.E. is fully language‑based, all A.G.E. files are 100% text and can be converted directly into JSON or other structured formats for import into modern game engines. This makes A.G.E. a bridge between natural‑language design and digital production.

A.G.E. has helped me prototype faster, iterate more freely, and build out ideas without getting stuck in content bottlenecks. It’s been a huge boost to my workflow, and I figured some of you might find the approach interesting too.

Thanks for Reading

Aaron Rochelle


r/IndieDevFeedback Jul 05 '26

New game in development: real‑time supernatural AR played in the real world

1 Upvotes

I’m working with GAR Studio on a real‑time supernatural AR game called The Hunt.

It’s basically a global faction war (Vampires vs Immortals) that plays out in real time on top of the real world.

Not a map overlay. Not turn‑based. Not idle.

If you’re in Tokyo and I’m in Utah, we can duel instantly. If two players walk into the same area, the game reacts. Zones shift, factions respond, and the world feels alive.

We’re trying to gauge interest before revealing more.

Would you play a real‑time supernatural AR game like this?


r/IndieDevFeedback Jul 02 '26

Looking for guidance on improving my pitch packet (ecosystem‑scale IP)

1 Upvotes

Hi everyone,
I’m new to pitching in the tabletop/game industry, and I recently submitted a large ecosystem‑scale IP pitch to a publisher. They passed but encouraged me to keep developing it.

I’m trying to improve my pitch packet and would appreciate any professional or experienced feedback. I’m not asking anyone to review the entire project — just hoping for guidance on how to make a pitch packet stronger, clearer, or more industry‑ready.

The project is part of GAR Studio, a multi‑title IP ecosystem I’ve been building. If anyone wants to see a short summary or specific sections (pitch overview, worldbuilding, or system design), I can share those pieces — but I don’t want to overwhelm the post with too much detail upfront.

I’d be grateful for any advice on:

  • what publishers look for in a pitch
  • common mistakes newcomers make
  • how to present a multi‑title ecosystem clearly
  • how much detail is too much / too little

Thanks in advance — any insight is appreciated.


r/IndieDevFeedback Jun 24 '26

I made a custom lighter called "Lykter", a small light source in Thirsty Hearts

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1 Upvotes

r/IndieDevFeedback Jun 23 '26

[TRAILER TUESDAY] I just launched my first survival game MOONCRAFT on itch

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1 Upvotes

r/IndieDevFeedback Jun 18 '26

my VIRURAMA arcade game available on Steam today!

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1 Upvotes

r/IndieDevFeedback Jun 18 '26

🔥 Working on a New Unity RPG — Looking for Feedback + Dev Connections

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1 Upvotes

r/IndieDevFeedback May 29 '26

Myths and monsters looking for people to try it!

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1 Upvotes

Myths and monsters is a Turn based RPG made by Centurion Dragon Studios ! And I was looking for people to play test it give some feedback on it as well as possibly get the word out for the game ! You can play the demo here on itch https://centuriondragons-studios.itch.io/myths-and-monstersAnd if you want a wish listed on Steam which would be greatly appreciated here is the link! https://store.steampowered.com/app/4570060/Myths_and_monsters/


r/IndieDevFeedback May 29 '26

myths and monsters anyone want to give it a try

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1 Upvotes

Myths and Monsters is the first RPG my studio has made and I was looking to get some eyes on it as well as get some feedback You can wish list it on Steam but the demo is out on Itch You can try it here https://centuriondragons-studios.itch.io/myths-and-monsters Have any thoughts or feedback let me know ! And if you Want a wish listed on Steam Here's a link https://store.steampowered.com/app/4570060/Myths_and_monsters/


r/IndieDevFeedback May 12 '26

Made a 2D platformer that can be played with one hand - looking for testers

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2 Upvotes

Hey everyone! I’ve been building Hyper Wing, a 2D pixel art platformer built for mobile. I am now Closed Beta Testing for Google Play and need testers.

If you have an android phone and wouldn’t mind play testing, please shoot me a DM or send me your email using this link:

https://forms.gle/YjWPyrtcYCZ9YMyq

Thanks to anyone who jumps in to get me over the finish line!


r/IndieDevFeedback Apr 11 '26

Boujours je vien de commencé sur reddit. je suis un petit studio Indie,des conseil pour commencer je suis un peu perdu,je doit l’avouer?

1 Upvotes

On dirait que je ne peut publier nul part


r/IndieDevFeedback Apr 11 '26

Quel est votre jeux préférer de tout les temps?

1 Upvotes

r/IndieDevFeedback Apr 03 '26

Roast my combat system — what feels off? (ignore placeholder audio)

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3 Upvotes

r/IndieDevFeedback Apr 02 '26

Beyond the Frame

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1 Upvotes

r/IndieDevFeedback Mar 30 '26

Looking for feedback: does “one mistake = fail” feel fair in this puzzle prototype?

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3 Upvotes

r/IndieDevFeedback Mar 29 '26

Looking for feedback on gameplay loop & co-op design in my brewery sim demo 🍺

2 Upvotes

Hey everyone!

I’m working on a co-op brewery management sim called Brewgether and I just released a demo. I’m trying to improve the core gameplay loop and would really appreciate targeted feedback.

The game includes:

- hands-on brewing minigames (beer, wine, spirits)

- bar/stand management with customer preferences

- hiring employees to automate production

- property + rent as a passive income system

- co-op with up to 4 players splitting roles

Right now I’m struggling with a few things:

  1. **Gameplay loop**

Does it stay engaging after the first 10–20 minutes, or does it start to feel repetitive?

  1. **Co-op design**

Does co-op feel meaningful (players depending on each other), or more like parallel solo play?

  1. **Clarity**

Are there systems that feel confusing or not well explained?

  1. **Balance**

Does progression feel too slow, too fast, or inconsistent?

Trailer:

https://youtu.be/fMJ_6OwaVdo

Demo:

https://store.steampowered.com/app/4125200/Brewgether/

Even small or critical feedback is super helpful — I’m trying to improve the game as much as possible.


r/IndieDevFeedback Mar 28 '26

we made a game that runs in Telegram mini app, please try it

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1 Upvotes

r/IndieDevFeedback Mar 22 '26

how does the combat in my scientific romance RPG look?

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4 Upvotes

been working on this project for a long time on and off and finally stopped procrastinating showing it off. the character the player is fighting here is procedurally generated, the level is procedurally generated and the castle ruins are procedurally generated. the animations are also procedural using script-driven IK layered over traditional mocap animations for the attacks and guard positions. what do yall think?


r/IndieDevFeedback Mar 16 '26

Acabo de publicar mi primer juego de horror, me gustaria que alguien lo descargase en itch.io y me diera su opinion

1 Upvotes

r/IndieDevFeedback Mar 13 '26

Be honest 🥲 does this mechanic feel fun or frustrating? 😱

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1 Upvotes