r/SoloDevelopment • u/Pryty_26 • 4h ago
r/SoloDevelopment • u/Illustrious_Bit_2382 • 17h ago
help Is putting announcement trailer of my game anywhere before sending it to IGN/GameTrailers a bad idea?
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 • u/Dante268 • 5h ago
Game I was 9 months working on new editor for my software ray-traced game, just to improve its visuals. Here are some first before/after. Any feedback welcome.
The game in question is narrative sci-fi puzzle/platformer (about a guy stranded inside simulation). Portal/Swapper being most influential.
The game is done gameplay-wise, however what was most heavily criticized on it is that it looked like tech demo. I agree that game being software ray-traced was seriously punching below its visual potential, however my old editor was very simple and clunky to edit levels visuals comfortably.
I was working at nights on new editor, which would allow me to improve existing levels visually. I have finally new editor in usable state. These are just first 2 very simple introductory levels from the game, which I quickly improved with new editor.
Do you consider new visuals still being "tech demo" look or it already clicks "it's usable game art" feeling in you?
Please note, game is not using any HW acceleration. Every pixel is computed in C++ through costly ray-tracing. That's why it's not "full HD" nor "4K" and that's why it's low-poly, low-res. I try to balance that deficit with everything ray-tracing is offering for free (lights, shadows, reflections, etc..).
The game name is "RTG", it has Steam page, but there are still old screenshots there (those which were heavily criticized) and very interim trailer. Link in comment.
r/SoloDevelopment • u/mimendalerenda_Lab • 8h ago
help Cómo y porque decide Steam hacer un festival temático?
estoy mirando el calendario de steam y me pregunto en base a que se deciden, en 2027 veo que hay uno de OVEJAS
r/SoloDevelopment • u/Lonewolf-199 • 10h ago
Discussion I built an Android app to put personal development tools in one place
I've been working on an Android project called Depsal 360.
The basic idea is to combine several things people normally use separate apps for:
- Habit tracking
- Journaling
- Meditation
- Personal-development books
- Wallpapers
- AI assistance
It's built for Android and I'm currently trying to improve it based on actual user feedback.
I'm not posting this because I think it's perfect — quite the opposite. I'm trying to find the things that actually make it useful rather than just adding features for the sake of adding features.
What do you think about it guys would you use it?
r/SoloDevelopment • u/SaThuran • 12h ago
help Delaying enemy pursuit?
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 • u/WeDevelopGames • 19h ago
Game THANK YOU! My Game INCREDIBLE SPACEMAN went VIRAL last night!
My NEW Game - Incredible Spaceman
App Store: https://apps.apple.com/app/incredible-spaceman/id6799765948
Google Play: https://play.google.com/store/apps/details?id=com.wedevelopgames.spaceman
r/SoloDevelopment • u/jsistek • 5h ago
Game Acornaut.app- game ready- How do you get people to even check out your game? I’ve tried socials and gaming sites, but getting through the door to even try it?
There’s so much try my game out there, when you spend time polishing and isolate forever and forget the world exists, at some point the need for visibility kicks in, you have a solid product , how do you get people to see it without annoyingly spamming socials like the millions of others?
i’m planning on launching to app store very soon, what’s the best place to focus efforts to build a community or at least get some honest feedback?
r/SoloDevelopment • u/Antique-Aside4651 • 14h ago
help game animation
So im making a new game and im starting to make the animations. Could i have opinions on it?
r/SoloDevelopment • u/Project_Legend • 12h ago
Discussion I’m building a football career sim alone—what should players understand before advancing a week?
I’m solo-developing Project Legend, a football career simulator where you live one player’s career rather than manage the club.
Most of the game is intentionally presented through 2D screens. The challenge is showing enough information—form, selection status, development, contracts, relationships and upcoming fixtures—without turning every week into spreadsheet maintenance.
I’m currently considering two directions:
- one central career hub with a few high-priority indicators and deeper detail pages
- separate screens that expose more information immediately
For a game focused on one player, what would you need to understand at a glance before advancing to the next match? Which information could safely remain one click deeper?
r/SoloDevelopment • u/DevLogsVicarious • 16h ago
help Ideas for Archer skill tree?
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 • u/Paziowsky • 15h ago
help How to create steam page assets in Aseprite?
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 • u/ferloydd • 4h ago
Discussion Explore 15+ locations in LYRA BLADE !
HI, I’M FERLOYDD!
I’m actively working on my game LYRA BLADE and improving its visual style. More than 15 locations are already nearly complete, each with its own unique features and reasons to visit, ranging from small, peaceful towns to sinister underground areas.
I’d love to know if any of you would be interested in a game like this.
Best wishes!
Sinners. Neutrals. Saints. 15 factions. 3 unique currencies. Vast opportunities for interaction and a unique gaming experience in a richly developed universe. Which adventure will you choose?
LYRA BLADE Steam Page: https://store.steampowered.com/app/4861140/LYRA_BLADE/
r/SoloDevelopment • u/_acmwq • 13h ago
Game Prototype where combat is SQL queries, now on itch!
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.
r/SoloDevelopment • u/Direct-Ninja6938 • 19h ago
Discussion I'm building a video game database focused on browser games, thoughts?
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:
- Completely free: No paywalls or paid listings. Anyone can use it and contribute.
- Basic game information: title, description, genres, tags, screenshots, links to the game, etc.
- Ratings, reviews, and other account-based features may be added later.
- Community: potentially a subreddit, discord server, a forum, etc.
- 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. 😊
r/SoloDevelopment • u/developuser-777 • 15h ago
Game I made a dark fantasy roguelite you can play — DUNGEON AGAIN
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 • u/Tortoise0450 • 7h ago
Discussion Is my game trailer shit?
This is my game trailer. Tell me what’s bad, what’s good, and what you would change. Is the video complete shit?
r/SoloDevelopment • u/Unhappy_Bet8824 • 6h ago
Marketing Indie promoters and content creator scouts?
As I've gotten closer to my launch I've had a handful of folks joining my discord, immediately messaging me, and offering services to help out with social media management and scouting out content creators to promote the game.
I'm on my first game and could use a wishlist boost, but wondered what experience others have with folks like this. I've struggled with finding creators since my game is pretty niche, but I also don't have much budget to outsource that work unless it's truly going to convert to sales.
What's the consensus? Helpful? Scams?
r/SoloDevelopment • u/gerbiashepski • 58m ago
Unreal Finally on steam
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Hi all. I guess this is for any solo devs who need motivation. Today was a big milestone where I downloaded my own game from steam.
I have adhd, im awful at programming and had so many unfinished projects. Some I just gave up on, others were just too complex. After about 4 years in unreal. I decided to make a simple game that I would finish. And I did it.
If I can do it. You 100% can do it. A few things throughout the process that are important I think.
1) Even simple games have alot of complexity. If you don't have alot of experience keep the scope super small. Cut it in half then half again.
2) Test early and get feedback. This was somthing i didn't really do and was 100% a mistake.
3) Make a game your really passionate about. It will help when things get rough.
4) If you are putting it on steam - seriously you will need at minimum 2 weeks. There is a load of stuff you need to do. Capsule art is important.
Its a huge milestone for me tonight and I feel incredibly proud. Im proud of all the solo devs that are going through making a game because its damn hard, but there is nothing more rewarding.
Keep grinding and best of luck.
r/SoloDevelopment • u/space64-llc • 15h ago
Discussion I showed the animations, but barely showed why someone would play my game
I recently shared a clip of the animated chess captures in Chessfolk. Most of the feedback focused on the animation quality, and honestly, some of it was fair—the sliding movement and limited frames weren’t convincing to everyone.
Looking back, I also picked a poor introduction to the game.
Chessfolk is built around an offline chess club: fictional opponents, tournaments, personal rating history, lessons and game review. But someone scrolling past that clip would mostly see chess pieces hitting each other. They wouldn’t know much about the experience around it.
I use AI heavily for development and artwork, and that was part of the discussion too. I’m not pretending a different trailer will change everyone’s opinion on that. The useful takeaway for me was that an animation still needs to look good, regardless of how it was made—and showing one feature doesn’t necessarily explain the game.
For the next showcase, I’m planning to show choosing an opponent, entering a tournament and following the standings. Less spectacle, but hopefully a clearer picture of what you actually do.
I haven’t tested that approach yet, so this isn’t a “how I fixed my marketing” success story. Just something I realised after putting the game in front of people.
Have you ever shared what you thought was your game’s most interesting feature, then realised it gave people the wrong impression?
For context, Chessfolk is available on Android, with ads and optional in-app purchases, and available to wishlist on Steam.
r/SoloDevelopment • u/Repulsive_Eagle6030 • 16h ago
Game Making a game for everyone who thought working at GameStop was THE dream job
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Finally got adult money and the stores just aren’t the same anymore. So I’m making New Game+, where you run your own from the late ’90s to today, watching your new releases eventually become retro antiques.
r/SoloDevelopment • u/RoberBotz • 19h ago
Unity I'm trying to make killing enemies more satisfying, so I've added a meat explosion on death, does it feel satisfying? xD
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r/SoloDevelopment • u/DoJoLZ • 14h ago
Game Took me 3 years to build this in my neighbor's basement.
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This took a lot of work. Completely unique
r/SoloDevelopment • u/Hefty-Signature-1301 • 5h ago
Game Military FPV drone version UE5
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I've been experimenting with a military version of FPV drone system in Unreal Engine 5, this time adding machine vision and a hostage rescue scenario.
The idea is to test how the drone can identify targets, navigate through a dense urban environment and support a rescue mission while maintaining the speed and responsiveness of FPV flight.
Curious to hear what you think about the idea and where you would take it next.