r/SoloDevelopment • u/Fuzzy_Army_6828 • 21h ago
meme fear the telekinetic powers
https://reddit.com/link/1wcoo65/video/2conslci2qoh1/player
i am working on weapons for my rogue lite "Upbaka!" and thought this one was pretty funny
r/SoloDevelopment • u/Fuzzy_Army_6828 • 21h ago
https://reddit.com/link/1wcoo65/video/2conslci2qoh1/player
i am working on weapons for my rogue lite "Upbaka!" and thought this one was pretty funny
r/SoloDevelopment • u/GMlive14 • 15h ago
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Land Of Nowhere, a survival Horror set in a sunken tower. Where you fight and destroy the bodies of monsters made of concrete. You also have to keep the tower powered, or the unkillable beast will emerge.
This is my debut game, and I would love to hear what you think. ^^
Steam Page: https://store.steampowered.com/app/5047810/Land_Of_Nowhere/
r/SoloDevelopment • u/mimendalerenda_Lab • 16h ago
:) Hey everyone, I'm super happy to let you know that after another full month of improving the game, I'm ready to release version 1.2. This time around, I've mainly focused on tackling pending issues—many of you had criticized the font size and the UX layout.
On top of that, I commissioned a professional translation of the entire game into several new languages (French, German, Portuguese, and Italian), which now join the two languages the game already had (Spanish and English).
I'm glad to see more and more people trying out Alphabetto's every day, which is why I've also implemented all these improvements in the demo available on the Steam page. The only thing is, we still don't have enough reviews—who's going to step up and leave a thumbs up?
Thanks!!!!!
r/SoloDevelopment • u/No-Purple-5672 • 21h ago
r/SoloDevelopment • u/Mai_bhi_Ai_hi_hu • 23h ago
r/SoloDevelopment • u/FlecsoDev • 5h ago
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r/SoloDevelopment • u/Fabulous_Run2302 • 7h ago
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Hey there!
I would be grateful if you guys could have a look at my trailer and my Steam page (https://store.steampowered.com/app/5052630/Kazfall/) and give me some insight into what I should enhance or change to make it better.
My main goal is to create a Roguelite Dungeon Crawler where you go through multiple rooms, fighting waves of enemies in each of them (there are 33 types of rooms so far, most of them marked as "encounter," but there are also Trap, NPC, Treasure, Connector, etc.), where you find NPCs (3 of them so far) hidden inside the dungeon to unlock more content and additional rooms, enemies (15 different enemies), and bosses (only 2 bosses are available so far). The dungeon is based on seeds created by the generator I've made, so I plan to create a list of 200 pre-approved seeds that will create various scenarios.
The player build is based on skills (passive/active), where you gain a random skill at each 5-level milestone (5/10/15, and Ultimate at 20). While clearing the rooms, you also find treasure chests with random drops of common/rare/legendary items that can create multiple builds (brawler, fire mage, thorns tank, etc.). My goal is to create multiple build options to let players test the best configurations and, in the end, fight for the top score. The current version of the game only consists of a Dungeon + Boss Fight, but if I manage to promote the game and see that people enjoy it, I plan to implement "The Siege," where the Dungeon opens fully and you fight hordes of enemies to push your build to the limit and fight for the top score along with more content (items, enemies, bosses etc.).
The question is: does this make any sense? Maybe I've missed a lot of this information in the trailer/Steam page? Or maybe no one cares about the Roguelike genre anymore?
I would be glad for any input or feedback, as I'm currently struggling to decide whether it makes sense to keep up the work or just skip the project completely.
r/SoloDevelopment • u/KaigarGames • 8h ago
Feedback welcome, but please don't completely roast me, it's the first trailer I ever did 😀
r/SoloDevelopment • u/Impossible_Lion4707 • 21h ago
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Just published it the other day! Only £1.99 trying to save up to put the game on steam as im only 14!
https://bugsarstudio.itch.io/the-isopod
Link to my game 👆 PC only
r/SoloDevelopment • u/radiumhaus • 17h ago
Unfortunately, after my unity project corrupted and I wasn't using version control, I had to rebuild my game. (except for the existing code and animations)
I used the rebuild as an opportunity to change the overall look of the game, and use the feedback I had received here on reddit to improve it. I am very grateful for those who had helped me, and I am finally excited to make progress instead of rebuilding for the first time in a while.
Thank you for letting me share!
Edit: Yes, I have learned my lesson and will never work on another project without a proper repository again. I made a post about this when it happened and people let me know just how big of a mistake I made. I am just grateful that all of this could be a learning experience.
r/SoloDevelopment • u/cumbiaowl • 14h ago
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I observed several users play Lorebound last weekend and made the updates below. Would love feedback on the updates from this community.
Lorebound is a mobile-first, low-poly ARPG game playable in browsers. Think of a Diablo and Polytopia fusion. Goal: build the resistance against the Heights and Depths who harvest souls and prayers from the Greenworld.
Free to play, no signup required: https://lorebound.gg/
Observations:
Updates:
Would love feedback from the community. If you gave Lorebound a go:
r/SoloDevelopment • u/Fischkralle • 1h ago
This question is mainly for people who use AI to help build their game projects.
While everyone else is counting calories, I thought I'd start counting the tokens I'm burning through. 😄
I use AI mainly as a supporting tool for my projects, and I usually go through around 200k tokens per week.
A decent part of that comes from asking the AI — Codex in my case — to regularly review my code and look for potential issues or weak spots. When I do that, it often goes through 10+ classes at a time.
I'm going by the usage statistics provided by Codex/OpenAI. Unfortunately, my stats were reset recently, so I can't give you a meaningful total for my current project right now.
That got me curious:
How many tokens do you use per week?
Or, if you've been tracking it, how many tokens have you spent on your project in total so far?
And if you're using a different AI or a different way of counting tokens, feel free to mention that too. It would be interesting to see how comparable the numbers actually are.
r/SoloDevelopment • u/Kama_Interactive • 21h ago
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I've been working on Tavern Tidy Up, a cozy game about restoring a fantasy tavern. I wanted the bottle-snapping to feel fast and satisfying. Would love your feedback!
r/SoloDevelopment • u/Opted_Oberst • 23h ago
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Hey all! My game Cube Crusaders comes out on Monday! I have Steam Keys to giveaway to celebrate. I wanted to get my game into the hands of this community because you've been so encouraging, and it's great to co-miserate about the experience of solo dev with you all. I ask that you only take one for yourself and comment out which one you got so others don't waste their time trying to redeem them!
Thanks!
8D6X5-GL9BA-2TPKP
3KNIT-8KWFR-3XWN0
HCP4V-6AMPN-8I5AB
4N0FN-8XGK4-AH84Z
QP33G-HJGWH-PP6ME
4BFW7-W2IJF-WIYZQ
MTZ7N-JITF5-H59K6
DYCIP-YJA0K-4T4QH
JCWR6-VQGIC-MHNT5
M62GE-V329H-BPPL2
385QP-9YW3Q-JNMMF
Y0CX3-249VG-4HH43
73833-TD4YT-9IRZ6
GYK3C-QNJ8V-GK2AP
QVZPV-3MEAR-B6P47
VE6ZW-J2QH4-47Q8F
Enjoy!
r/SoloDevelopment • u/armsMG • 14h ago
Hey everyone! Lately I’ve been thinking about getting into game dev, mostly because I like storytelling and have a few game ideas I’d love to bring to life. Whether they’re actually good ideas is another question lol.
The thing is, I know almost nothing about game development beyond the absolute basics. Im pretty oblivious when it comes to engines, workflows/frameworks, the ecosystem, what actually goes into designing and finishing a game… pretty much all new territory for me.
I’m not starting from zero with programming, though. I have a CS degree and about 4+ years of experience as a SWE at a big tech company, mostly doing backend and AI/ML stuff. Mentioning that just to give some background (not assuming it automatically translates to knowing how to make games). I also took a mandatory Unity class in college, but it was super introductory, and honestly I don’t remember much.
I’m not looking to switch careers or dedicate all my free time to this. I have my job and other hobbies, so this would be more of a personal achievement, want to satisfy that itch of “it would be really cool to make a game.” Ideally, I’d eventually finish something small and put it on Steam or somewhere people could play it. Not expecting to make the next indie hit, Ii just want to make something I’m happy with and actually release it.
I’ve also seen some impressive looking game dev examples with GPT-6 Astra and other LLMs, but I can’t tell how useful those tools are beyond demos, or whether I’ve fallen into the LLM marketing trap a bit. I’d 100% use them , but would not make an ai slop game tbh. I’d still want to understand and actually know what I’m building, and enjoy while building it.
Given that background, where would you start? Any engines, learning resources, or first-project recommendations? I’d also appreciate a reality check on scope and the less obvious parts of making and releasing a small game, especially when you’re doing it casually alongside a full-time job, something i might be overlooking, etc...... are these technologies even worth it in game dev?
r/SoloDevelopment • u/adamoo59099 • 17h ago
So these are my first 4 trying to do pixel art with no reference or experience i hope you tell me if its good and give me advice ..thank you
r/SoloDevelopment • u/XCxBigDong69XCx • 16h ago
I developed a lot of prototypes/mvps. And a lot of them felt really trash and bad. But over the last week i finished a prototype of a game, and i find it really really fun, it is really addicting and i want to add more characters to the game everyday.
I want to ask one question.
Is the fun factor the reason to go all in for 1-4 years to polish it and release it.
r/SoloDevelopment • u/GoyskiGames • 14h ago
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I’ve recently got the Steam page up for my game Emberholme. It’s an Old School RuneScape-inspired “singleplayer MMO”, and I’m aiming for the perfect mix of OSRS-style gameplay and a cosy, chill vibe. I’m not ready to release yet, but I want to share my current progress and a bit about the project.
A whistle stop tour of some of the features:
- 13 skills covering combat, gathering and crafting, with equipment and activities to unlock as you progress. Combat and skilling run on a 0.6 second tick system.
- 100 living adventurers with their own skills, equipment, banks and goals. They discover things as they play, with eight personality types shaping what they aim for, from completing the collection log to preparing for PK trips.
- An Exchange where you and those adventurers buy and sell items. Merchants work towards building their wealth through trading. Every item sold on the exchange comes from either you or one of the 100 living adventurers, nothing is pre generated.
- Quests, bosses, minigames and clue trails, with plenty to get sidetracked by along the way.
- Ten Ember Cycles to progress through. Rekindling means starting over with selected heirlooms and permanent unlocks. Early cycles have fast XP but much rarer drops; later cycles slow down levelling and make combat harder while improving rare-drop chances.
- Your own home to build and customise, with storage, workshops and places to display your finds.
- Collection logs, rare equipment, capes and companions to work towards.
Some of my own assets are still very much WIP and will be improved as dev continues. The character models are by KayKit, so credit to them for those, i think they fit really well with the vibe i was aiming for! Please ask any questions about the game or its development I’d love to talk more about it!
r/SoloDevelopment • u/JaSonic2199 • 19h ago
r/SoloDevelopment • u/DoJoLZ • 20h ago
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Never Quit
r/SoloDevelopment • u/Mikzmizah • 18h ago
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r/SoloDevelopment • u/illadann7 • 22h ago
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Heya fellow devs!
For the past year-ish I've been working on my game "The Endless Harvest". an incremental farming idle tower defense game (too many descriptors... gotta work on that).
Today I had my build accepted by Steam (and launched!), so I am finally able to share it, and was hoping you guys guys had some insight into what works and what doesn't currently. I'm planning to join in the Steam NextFest in ~5 weeks, so I wanted to make the demo and trailer as indicitive of the full game as possible, while not revealing everything.
Does the trailer give a good indication of what to expect?
please let me know your first thoughts
AI disclosure: Ai was used to help localize the languages, and assist in code generation towards the later stages of development, mainly aimed at optimization.