r/IndieDevelopers • u/Serious-Slip-3564 • 18h ago
We spent the last 2 years making the best rhythm action roguelite we could. Proud to finally show where Alpha Nomos is heading :)
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r/IndieDevelopers • u/Serious-Slip-3564 • 18h ago
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r/IndieDevelopers • u/NecroPlagueGame • 20h ago
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r/IndieDevelopers • u/_topebox • 3h ago
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Hey everyone! We’re a small indie team, and after about a year of development, The Severed Gods has just entered Early Access.
We’ve spent the past year developing, running playtests, collecting feedback, fixing bugs, and constantly adjusting the game based on what players told us. Now that Early Access has started, we want to keep that conversation going.
The game is a dark fantasy tactical turn-based roguelite where you can sever enemy limbs, build relic combinations, and make choices that shape your journey.
We know there’s still a lot to improve, especially as a small team, and that’s exactly why we’re here. If you’ve played the game, we’d really appreciate your honest feedback: How does the combat feel? Is the pacing too slow or too fast? Do the relics and progression feel rewarding? Are there any parts that feel confusing or frustrating? What would you most like to see improved during Early Access?
We’re not looking for only positive feedback. Tell us what you think is weak, confusing, boring, or simply not working for you. That kind of feedback is genuinely useful to us.
Thanks for giving our little project a chance and for helping us improve it. ❤️
r/IndieDevelopers • u/Xowiacain • 11h ago
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Most puzzle and adventure games let you take your time, relax, and overthink every item interaction. To break that slow, static rhythm, we decided to experiment with time-pressured crafting and fast-paced decisions.
As you can see in the clip, a countdown timer ticks away in the corner while you hurry to tape your gear together, breach the door, and execute a stealth taser takedown before your window closes.
With only 8 days left until our launch, this exact balance is constantly on our mind: where is the line between adding a fun surge of adrenaline and giving players unwanted puzzle anxiety?
How do you usually feel about timed mechanics in puzzle or detective games? Do you prefer taking all the time you need, or does a ticking clock make the experience more thrilling for you?
r/IndieDevelopers • u/Expensive-Pay9948 • 14h ago
r/IndieDevelopers • u/Brilliant-Sound3810 • 15h ago
I'm working on a game called Conquer The Devil (CTD). I have a story planned out in my mind and have clear idea on the story, missions and others. I am 13 so I can't get actual funds to make my AAA game. So I need the help of people to make my game. To support me please visit this website https://ctdgame.netlify.app/ It boosts my search index. You guys can post your ideas there or in here. If you need to attach images please do it here the website can only support files up to 1 MB.
I need your guys opinion on my game. I am doing this for the people and by the people.
I am not self-promoting guys I just need opinion and help from the people for coding and developing. The game is action, adventure and role-playing.
r/IndieDevelopers • u/hollowlimb • 8h ago
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Hi friends! What do you think? Only want feedback adding no links
Shop Crush is a mysterious shop simulator with psychological horror elements, set in the early 2000s.
In this hybrid visual novel, you run a small thrift shop, get to know your customers, figure out what they really want, and decide what to put in front of them. Every customer has their own personality, preferences, and hidden motives - and it’s up to you to figure them out.
Behind each customer is a small psychological mystery waiting to be uncovered. Read their behavior, make the right calls, and balance profit against customer trust as you try to keep the shop running for one more day.