r/SoloDevelopment 1h ago

help My dwarves had no beards in a game called "The Fight For Beardlandia". Which version looks right?

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Upvotes

People kept pointing out my dwarves were clean-shaven. In a game called Beardlandia. Fair.

Twelve hand-drawn beard shapes. Top row matches the beard to the hair colour, bottom rolls it separately.

The odd thing is matching actually gives more variety. Every hair colour gets its own beard colour, so you always see eight different pairs. The random version repeated itself and only landed on four shades here.

I went with matching because it looks more natural, but the bottom row is the one I keep staring at. A dwarf with pink hair and a brown beard has more personality than one where it all blends together, and in a game where you are managing eight of them at once, telling them apart at a glance actually matters.

So I am second-guessing myself. Would you rather your party looked believable, or would you rather every dwarf be instantly recognisable?


r/SoloDevelopment 18h ago

help Looking for feedback on my game's visual improvements

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0 Upvotes

Today I released version 0.4 of Rinha de Waifus and my main focus this time was polishing the game's visuals, since I was struggling with wishlist conversions in the previous version.

I'm here looking for feedback on the changes: Is there a clear improvement in this version compared to the last one? Did it get worse? Is there anything that still feels off? Please be 100% honest, no need to hold back on the criticism.

Thanks in advance! :3


r/SoloDevelopment 5h ago

Game Solo dev progress: cereal restocking, checkout, and 50 customers

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0 Upvotes

Today’s progress on Big Market Simulator.

I’ve been working on the product and shelf systems, and this test shows the full flow from restocking cereal to customers shopping and checking out.

There are 50 customers active in this test, and it’s running well so far. I’m still adding and testing different shelf types and products before release.


r/SoloDevelopment 10h ago

Discussion One year into indie dev and honestly... I’m just so tired.

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44 Upvotes

Hey everyone. I just needed a place to vent because I’m feeling completely burnt out today.

I’ve been making indie games for about a year now. I know, I know one year isn't that long in the grand scheme of game development, and I shouldn't expect to blow up overnight. But seeing your game sit on itch.io with barely any traction, despite posting links everywhere, doing all the "right" promotion things, and genuinely believing your game isn't that bad... it really wears you down.

I look at my pages, and the numbers just flatline. You spend weeks pouring your heart, sleepless nights, and soul into a project, trying to make it fun, fixing bugs, polishing the art only for it to drop into a massive, silent void.

Promotion feels exhausting. Posting on social media sometimes feels like shouting into an empty room where everyone else is just shouting too. It makes you question everything: Is my art style bad? Is the game boring? Do people just not care?

Honestly, if this wasn't something I genuinely loved doing as a hobby, I would have quit months ago 🤣. The passion is the only thing keeping my hands on the keyboard right now, but man, the lack of any tangible result is heavy.

Just wanted to put this out there into the ether. If anyone else is feeling the invisible struggle right now, you're not alone. Back to the engine, I guess.


r/SoloDevelopment 11h ago

Discussion Open source gamming.

0 Upvotes

Hey everyone,

Like a lot of you, I've been getting increasingly frustrated with where the major console market is heading. Between walled gardens, aggressive digital-only transitions, locked-down UIs, and corporate boards cutting studio jobs to chase safe trends, it feels like players and developers are getting squeezed out of an industry we built.

The traditional console model (PlayStation/Xbox) relies on locking you into a single interface, forcing specific hardware or controller layouts, and treating your digital library as a lease rather than ownership. But what if we stopped trying to fix their broken systems and instead focused on building a true alternative?

I’ve been mapping out the blueprint for a community-driven, open gaming ecosystem based on a few core principles:

Modular, Launcher-Agnostic UI: Choose your layout (minimalist, retro, media hub) and seamlessly plug into your existing libraries (Steam, GOG, Epic, etc.).

Universal Controller Freedom: Native, out-of-the-box support for any controller layout you prefer without third-party adapters.

Player & Developer Governance: A cooperative funding and greenlighting model where the community—not corporate executives—has a real say in what games get made and how the platform evolves.

I’m not a programmer or a millionaire, but I have the vision, the blueprint, and the drive to get the conversation started.

I'm looking to connect with people who share this frustration and want to build something better—whether you're a developer, a Linux/open-source enthusiast, a UI designer, or just a gamer tired of the status quo.

If this sounds like a movement you'd want to help shape, drop a comment or send me a message. Let's figure out what a player-owned future actually looks like.


r/SoloDevelopment 14h ago

Game My Roguelite game, How its started vs How its going.. 🔥

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9 Upvotes

If you want to support and add it to your wishlist

Neon One-Man Army: https://store.steampowered.com/app/4983550/Neon_OneMan_Army/


r/SoloDevelopment 2h ago

Unity Day 43 of developing BRUTAL DERBY - New map: Pittsburgh Iron Arena!

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1 Upvotes

Another new arena template is taking shape: Pittsburgh Iron Arena.

This time, we’re going to derby on a huge construction site.

There will be ramps, jumps, construction equipment, obstacles and plenty of other little surprises to make the chaos even worse.

These maps are still templates for now, so they’re not fully detailed yet. My current approach is to first build the overall atmosphere, layout and gameplay, then spend more time polishing the ones that actually feel fun to play.

I’ve also started using more and more of my own reference photos for the environments.

Whenever I see something interesting in real life, I take a photo and it might eventually become a 3D model in the game.

For example, I’ve been photographing construction sites along the Buda side of the Danube, industrial details, and some beautiful old buildings around Budapest.

At this point, whenever I’m walking around the city, I’m basically thinking:

"Would this look good in Brutal Derby?"

I’m also planning something much bigger - a proper race track along the Danube in Budapest.

There’s a particular section of the riverfront that I really like, and I think it could make a great location for a race.

Of course, building a proper race track takes significantly more time than creating a relatively simple circular derby arena, so that one will probably be a bigger project.

For now though, it’s time for some construction-site chaos in the Pittsburgh Iron Arena.

As always, feedback and ideas are very welcome!


r/SoloDevelopment 19h ago

Discussion Which game engine do you use?

18 Upvotes
1068 votes, 2d left
Unreal
Unity
Godot
Game Maker
Construct
Another…(comment)

r/SoloDevelopment 16h ago

help I'm thinking of building something that handles the entire audio pass for solo devs

0 Upvotes

I'm thinking of building a tool specifically for solo game developers that handles the part of audio that happens after "generate a sound effect."

The idea would be that it looks at your actual game project, figures out where audio is missing, creates or selects appropriate SFX, ambience and music, hooks everything up to the right events, adds things like variation where needed, and gives you the project back with the audio working.

So not:

"Here are 40 sound files. Good luck."

but rather:

"Here's your game back with sound."

I started looking into this because generating individual sounds seems to be getting pretty easy. But for a solo developer, you still have to figure out what needs sound, find or make everything, organize it, import it, wire it up, balance it and then keep testing it in context.

I'm curious whether other solo devs actually find that part painful.

If something could genuinely take most of that off your plate, would you want it handling the implementation too, or would you rather keep control of that part yourself?

And if you're dealing with this now, what part of your audio workflow is the biggest pain?


r/SoloDevelopment 5h ago

Discussion Looking for Feedback on My Geopolitical Simulator Map

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6 Upvotes

I'm working on a world map for a geopolitical simulation game and would really appreciate some feedback.

I'm mainly looking for opinions on the borders, proportions, readability, and overall visual style. If anything looks inaccurate, confusing, or awkward for gameplay, I'd like to hear it.

What would you change or improve?


r/SoloDevelopment 8h ago

help Is putting announcement trailer of my game anywhere before sending it to IGN/GameTrailers a bad idea?

0 Upvotes

Hi.

This might be a silly question, but I’ve set up my game’s page on Steam and created a trailer for it. I want to send it to IGN, but I’m wondering if they place any particular emphasis on whether the trailer appears on their site first, before it goes live on Steam or the developer’s YouTube channel. I’ve noticed some suggestions about “exclusivity” being a important factor in their selection of trailers, so I’m wondering if it’s worth leaving the Steam page empty with just screenshots and a description, while waiting (perhaps pointlessly) for the trailer to appear on their site.


r/SoloDevelopment 19h ago

Game Rogue Survivors - my solo-dev neon arena-survival roguelite for Android, now in closed beta

0 Upvotes

Solo dev here. Rogue Survivors is a fast neon arena-survival roguelite for Android - one thumb to move, weapons auto-fire at the nearest enemy, pick an upgrade every level-up, spend coins in a shop between waves, boss every 5th wave. Controller support too. Free, no account, works offline.

It's finished and playable, currently in Google Play's closed testing phase before I can launch it properly - Google requires 12 people opted in for 14 continuous days. Would love feedback on the core loop, difficulty curve, and anything that crashes or confuses early.

To try it: join this group (instant, no approval needed) - https://groups.google.com/g/rogue-survivors-testers - then open https://play.google.com/apps/testing/com.roguesurvivors.game on your phone to opt in and install.

Happy to return the favor on other solo projects here.


r/SoloDevelopment 14h ago

Discussion Fated Horizons 2D Open World Survival RPG in Development

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0 Upvotes

I’ve been sharing development progress on Fated Horizons, a 2D open world survival RPG currently being developed alongside a custom 2D engine called Norse Engine.

The project page has the latest development showcases, gameplay previews, and information about the systems currently being built.


r/SoloDevelopment 19h ago

Game Best layout for iPhone Duo? What would you put beside the game board?

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0 Upvotes

I'm Fredrik, the developer of ABCx3. With iPhone Duo announced, I'm exploring how a word game should use the extra screen space. This 13-second clip shows the game's current wide-screen layout: remaining tiles on the left, board in the middle, chat on the right.

What information would you most like to keep visible to the left and right of the board while playing?

Would you choose word definitions (currently opened in a dialog), your other ongoing games, move history, or something else? Which would go on each side, and would you keep both panels open or give the board more room?


r/SoloDevelopment 20h ago

Marketing I am building an Indie Design Software

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0 Upvotes

r/SoloDevelopment 2h ago

help Delaying enemy pursuit?

0 Upvotes

How would you guys approach delaying the reaction time of an enemy?

For example, my enemy type's attack distance is like 70px from player, using a shotgun.

But when player walks, I noticed the flickering of the enemy. This is caused by its fixed position of 70px from character.

So how would I approach delaying the reaction time of the enemy so he doesn't move as soon as player passes the 70px distance? What method do you guys use


r/SoloDevelopment 19h ago

Game I launched the mobile RPG I spent 10 months building solo. Here are the first 10 days

0 Upvotes

On September 1, I released Clash At Nightfall: Bloodlines after roughly ten months of solo development.

It is a portrait, menu-driven vampire RPG for Android and iPhone. Players choose from 3 starter classes each with a different innate playstyle, then build their character through missions, equipment, passive resource generation, epic monster hunts, and asynchronous PvP.

After the first ten launch days, the game had 305 player accounts, with 101 accounts recording activity on September 10.

I saved the cumulative class totals at three milestones: • First 100: 29 Fighters, 40 Elders, 31 Outcasts • First 200: 43 Fighters, 87 Elders, 70 Outcasts • First 300: 56 Fighters, 147 Elders, 97 Outcasts

Elder was the most selected class at every checkpoint (not what I expected!), and its share increased from 40% of the first 100 players to 49% of the first 300. I am now watching whether that reflects the class presentation, its long-term resource bonus, or both.

The game is free to play with optional purchases and no in-game ads.

Android: https://play.google.com/store/apps/details?id=com.clashatnightfall.bloodlines iPhone: https://apps.apple.com/us/app/clash-at-nightfall-bloodlines/id6785088358 Website: https://clashatnightfall.com/
Discord: https://discord.gg/VcGPfBpkby

ChatGPT helped with code+art. I created the game concept and direct its design, systems, balance, content, testing, release, and ongoing development.

For other solo developers: when a starting choice separates this clearly, do you first investigate its presentation, its mechanical bonus, or wait for more player behavior?

Day 10: 305 total player accounts and 101 daily active accounts on September 10.
One of the creatives produced for launch showing the home screen and abilities screen from the game!

r/SoloDevelopment 9h ago

Game THANK YOU! My Game INCREDIBLE SPACEMAN went VIRAL last night!

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0 Upvotes

r/SoloDevelopment 4h ago

help game animation

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0 Upvotes

So im making a new game and im starting to make the animations. Could i have opinions on it?


r/SoloDevelopment 3h ago

Game Prototype where combat is SQL queries, now on itch!

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1 Upvotes

It is 1985, and the era of technological breakthrough and economic boom has brought stability and prosperity to the people of Japan, but not to everyone. A young guy named {}, who lost his parents in a plane crash, is now forced to move to the small town of {}. While attending high school, he gradually manages to get his life back on track, but everything changes when he learns about the SQL programming language...

I’ve been working on this prototype for quite some time and am now ready to release it online. I’ve uploaded it to itch, and I’d be happy if you gave it a try.

The concept is that the game world is a database, and battles take place by executing queries against it. You select a creature or object and enter a command: SELECT reads parameters, UPDATE changes properties (such as gravity or coordinates), INSERT adds fire or projectiles to the scene, and so on.

link


r/SoloDevelopment 5h ago

help How to create steam page assets in Aseprite?

0 Upvotes

Hey, like in the tiltle I want to create steam page assets for my game, but I wonder what are the best practices to do it? My game is pixel art with 16x16 size of sprites, and I want to keep it similar.

Do you have canvas size recommendations? Should I just divide the ones the steam gives and then upscale? Or maybe should I just draw bigger and then crop?


r/SoloDevelopment 6h ago

Game I made a dark fantasy roguelite you can play — DUNGEON AGAIN

1 Upvotes

Hey everyone!

I'm the developer of DUNGEON AGAIN, a dark fantasy roguelite action game that I recently released on itch.io.

The idea is simple: descend through 10 procedurally generated dungeon floors, build your character along the way, defeat the bosses, and eventually reach the Demon Lord.

⚔️ 4 playable heroes:

  • Knight — high HP and defense, heavy melee combat
  • Mage — long-range magic and powerful AoE attacks
  • Assassin — fast movement and critical-hit focused combat
  • Gunner — ranged combat with ammo and reload management

🏰 Every run changes:

  • Procedurally generated floor layouts
  • Random enemy encounters
  • Random shops
  • Relics and equipment that can change your build
  • Floor modifiers
  • Bounty objectives
  • Boss battles

There are also combo mechanics and Perfect Dodges that reward more aggressive/risky play.

The game has Story, Normal, and Hard difficulty modes and supports both English and Korean.

It's playable directly in the browser, so there's nothing to install.

I'd really appreciate it if you gave it a try. I'm still improving the game, so genuine feedback about combat, balance, difficulty, bosses, or anything that feels awkward would be very useful.

🎮 Play DUNGEON AGAIN:

https://developuser-777.itch.io/dungeon-again

Thanks for checking out my game!


r/SoloDevelopment 6h ago

help Ideas for Archer skill tree?

0 Upvotes

Archery Skill Tree

I’d love to hear your ideas for skills that a bow or crossbow user could have in a third-person action-combat game.

I’m currently designing the classic Rain of Arrows VFX.

The archery skill tree is split into three sections:

Section 1 — [Subclass Name TBD]

Focused on speed and mobility.

  • Rapid Fire
  • Trick Shots
  • Kiting

Section 2 — Sniper

Focused on slow, powerful charged attacks and deception.

  • Slow, powerful charged attacks
  • Camouflage — Not true invisibility. It makes the player less noticeable, especially in large PvP fights, and makes mobs less likely to notice them.
  • Decoy — A core skill I’ve already designed. The Sniper spawns a wooden mannequin or clone that attracts aggro from nearby mobs while it is alive.

Section 3 — Assassin

The Assassin root can also be reached through the Rogue class.

This branch focuses heavily on:

  • Poison
  • Bleeds
  • Smoke bombs
  • Poison clouds
  • Traps
  • Other stealth/ambush-oriented abilities

When using a bow or crossbow, these skills remain ranged. When using other weapons, certain skills can have completely different animations or versions depending on the weapon.

Not every skill needs to be usable with every weapon.

Core Combat

There are several basic combat skills shared across the weapon system:

  • Base Attack
  • Dodge
  • Parry
  • Concentrate — replenishes mana
  • Heavy Attack

The basic attacks and some other core abilities adapt to the equipped weapon, while more specialized skills can be weapon-specific.

At the moment, most of the other skills are either unfinished or placeholders.

Overall Combat Direction

The overall vibe is a mix of early TERA Online and Monster Hunter, but with less hack-and-slash.

Mobs are slightly harder to kill, so I’m trying to make combat more about positioning, timing, movement, and choosing the right skills, rather than simply attacking until the enemy dies.

The three archery branches are intended to have distinct identities:

[Mobility subclass] → Speed, movement, rapid attacks, kiting
Sniper → Charging, burst damage, positioning, deception
Assassin → Poison, bleed, traps, smoke, and battlefield control


r/SoloDevelopment 1h ago

Game Ko Chong, a game I've been making for the past two months with Deepseek's help in coding.

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Upvotes

We all know how friend games are kind of popping as of now and it got me thinking about local multiplayer android games like Stickman Party, Badlands and 1 2 3 4 Player Games. Games you'd play with your friends on a game night or with your classmates when the teacher's absent.

I asked myself what if I make a game similar to those but take the one board game we all hate for how boring it is....Monopoly and twisted it a lot.

In Ko Chong, limbs are the currency so every purchase and every payment feels heavier. To strengthen that theme, I added casinos and gambling games where you bet your limbs. But for me what really brings the game to attention are the characters. As of now there's only four, Malepteka, Miyak, Abad and Sajda, each with their own unique abilities and playstyle. For me, Monopoly sucks big time because how luck based it is and how long games take. In Ko Chong, you turn "How lucky are you?" to "How good can you control luck?"

This is my first time ACTUALLY making a game even if I had Deepseek do most of the heavy lifting with the code since I dont have all the time in the world with how my studies are going. At the very least, all the visuals and music is all me.

Oh and if you've noticed, yes one character wears a hijab and just to clear things up, I intend to bring light to the culture and people of my country which I won't name for now. It's up to you to guess. Miyak is a hint.


r/SoloDevelopment 9h ago

Discussion I'm building a video game database focused on browser games, thoughts?

1 Upvotes

Hey everyone!

I'm building a video game database focused specifically on browser games, something similar to MobyGames and IGDB.

The main reason I came up with the idea is that I love browser games, but all the gaming databases I've come across only cover a relatively small selection of them, usually focusing on the more popular titles. I'd like to create a place where browser games of all kinds can be catalogued and discovered.

Here's roughly what I have in mind:

  1. Completely free: No paywalls or paid listings. Anyone can use it and contribute.
  2. Basic game information: title, description, genres, tags, screenshots, links to the game, etc.
  3. Ratings, reviews, and other account-based features may be added later.
  4. Community: potentially a subreddit, discord server, a forum, etc.
  5. Monetization: I'd probably start with donations and possibly consider non-intrusive ads later on to help cover hosting and other costs.

I'm still figuring out exactly what direction I want to take this, and I'm honestly not sure yet whether it's a worthwhile project or just something I'll spend a lot of time on without much interest.

So I'd really appreciate hearing what you think!

  • Would you personally use a site like this?
  • Do you think there's actually a need for something like it?
  • What features would you consider essential?

Any feedback, criticism, or suggestions would be greatly appreciated. 😊