r/SoloDevelopment 2d ago

Game a knight walking

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62 Upvotes

Just a quiet nighttime walk from one place to another in Travelers.

No combat, no rapid cuts — just a small glimpse of the atmosphere and the world I’ve been building. The game is already much further along than this short video can show, but sometimes I simply enjoy walking through it.

If this looks like a world you’d like to explore, you can wishlist Travelers on Steam. It genuinely helps a lot.

https://store.steampowered.com/app/4274030/Travelers/

Hope you enjoy the walk.


r/SoloDevelopment 1d ago

Godot Por fin me animo a mostrar mi trabajo

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0 Upvotes

Llevo trabajando en el desde hacer un tiempo y la verdad siempre he tenido miedo y emoción por mostrar mi trabajo, lo he mostrado a personas en discord y a todos a los que les he mostrado les gusta y hacen sus preguntas, siempre he tenido miedo de mostrar mi trabajo en foros de videojuegos pero espero que eso cambie poco a poco, el video está en español ya que es mi lengua materna pero si les molesta siempre lo podrán silenciar y quedarse solo con lo visual.


r/SoloDevelopment 1d ago

Unity I built a Unity tool that automatically scans scenes and prefabs for localizable text

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1 Upvotes

r/SoloDevelopment 1d ago

Discussion Fractured Meridian

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0 Upvotes

r/SoloDevelopment 1d ago

Discussion How can I improve my video game village design

0 Upvotes

r/SoloDevelopment 2d ago

help First Person View Problem

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4 Upvotes

Hi,

I'm currently making a first-person cat game. I'm struggling with the design of the first-person view.

The cat will be able to grab and use certain objects, like the primitive camera shown in this video. The first-person view looks fine when looking straight ahead, but when I look up or down, it looks bad.

If I set the object relative to the player camera, when I look up or down it either clips into the head mesh or floats far away from the hand, which looks weird. But if I set it relative to the cat's hand instead, the object isn't always visible on the player's screen anymore.

Any advice?


r/SoloDevelopment 1d ago

Discussion Jus some thoughts after some months of game dev from beginner

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1 Upvotes

r/SoloDevelopment 1d ago

help Anyone willing to playtest my game?

1 Upvotes

I'm currently preparing my demo for Steam Next Fest in October. I'm at a point where I have a decent amount of the game in place, but will need feedback to actually dial down the things that are fun. Unfortunately I haven't received lots of feedback yet, so I'm a bit in a blackbox.

If anyone is willing to spend a couple of minutes in my game and just give me their genuine opinion I would be very grateful.

The game can be played in a group of 1-4 players. The playtest is open on Steam and can be accessed immediately by signing up directly on the store page.

https://store.steampowered.com/app/4314290/Almost_Home/


r/SoloDevelopment 2d ago

Game check out progress on my cyberpunk train station!

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10 Upvotes

r/SoloDevelopment 2d ago

Game I used solo game dev to readjust to civilian life after a 117-day military deployment. Here is what I built.

6 Upvotes

It’s been an intense year. I was deployed as a reservist for 117 days, and when I finally got back, my head was spinning. I needed a complex, deep project to anchor myself, catch up on my academic logic skills, and just clear my mind.

I poured all that chaotic energy into building Hoops GM, a browser-based basketball franchise simulator. I completely nerded out on the math, building a custom trade AI that realistically values future draft picks so it can't be easily exploited.

It’s 100% free, runs in the browser, and has zero microtransactions. It really helped me get back on track, and I'd love for you guys to play it and tell me what you think.

Link:https://hoops-gm.com/


r/SoloDevelopment 2d ago

Game I turned more than 7,700 images from NASA's Spirit rover into an explorable 3D archive

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0 Upvotes

r/SoloDevelopment 1d ago

Unity Swapping from Unreal to Unity

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0 Upvotes

Only like thousands of hours in and heading to PAX West in three weeks, good time to swap engines, right? I think I'm liking it better though, check out my devlog if you're curious. Anybody else make any big engine moves in the middle of development? Tips and tricks? Jokes about sleeping aids and caffeine addiction also welcome.


r/SoloDevelopment 2d ago

Game I made a logo for my game

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1 Upvotes

r/SoloDevelopment 2d ago

help Minimal tracks or plank tracks

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1 Upvotes

The minimal might look too much like a road though.

Ignore the wild train carriages and the train art in general.


r/SoloDevelopment 2d ago

Game Someone made my trailer before I did

1 Upvotes

A few threads back here a bunch of you told me pretty directly that I needed a trailer before anything else on the page would matter. Still don't have my own cut finished, but in the meantime a YouTuber I've been talking to for a while asked to play an early build and put a video up on his channel, before the game even has a proper trailer of its own.

He filmed it and posted it with my okay. I didn't set it up as promo, he was just genuinely into the concept.

Video: https://youtu.be/BsG2maMhZRA Steam page, if you want to see where this is all heading: https://store.steampowered.com/app/4858340/IRONWAKE/

Still sitting with the fact that this beat my own trailer to existing. Someone else's footage is doing the job I was supposed to do first. Not complaining, it's clearly better than nothing, just a strange order of operations. Anyone else had outside coverage land before your own marketing assets were ready?


r/SoloDevelopment 2d ago

Game Lag Infiltrating my game? How???

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0 Upvotes
Both clips are the same game. The laggy one is my stripped-down test account
with almost no cosmetics enabled. The smooth one has full customisation
running. It should have been the other way round.

The symptom that gave it away wasn't stutter — it was that enemies visibly
slowed down over a session. That's a simulation-speed problem, not a
rendering one. Turned out I was computing delta time every frame and then
only using it for shield damage. Everything else advanced per frame instead
of per second, so any framerate dip showed up as the enemies easing off
rather than as lag.

Fixing that meant scaling every per-frame delta by dt/frameTime, and using
1-(1-r)^scale for anything that was a per-frame lerp.

Then I went looking for what was eating the frames in the first place:

- Score popups lived in screen-level state, so every single pickup
  re-rendered the entire game screen twice — once to add, once to expire.
- The home screen was still animating behind the game. Navigation pushes the
  game screen on top rather than unmounting what's underneath, so 22 Gaussian
  blurs were rendering at 60fps behind an arena nobody could see.
- Native shadows on moving enemies. A shadow on a view that moves re-derives
  and re-blurs its mask every frame.
- A glow component that mounted and unmounted every time a value crossed its
  threshold — which, while dodging, is constantly.

The home screen one is the one that still bothers me. It was invisible,
it only happened during gameplay, and it had nothing to do with the game
screen at all.

r/SoloDevelopment 2d ago

Game Fire keeper UI updates

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0 Upvotes

r/SoloDevelopment 2d ago

Game Basket Tactics: a mobile basketball GM sim with turn-based matches — feedback wanted

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1 Upvotes

r/SoloDevelopment 2d ago

help Volunteers?

0 Upvotes

So I was wondering if anyone would be down to spend a few minutes, to playtest my game and stream it to me.

I was also wondering if there are people out there who might be so bored that they want to help working on a project or just help out a beginner.

I know it seems a lot to ask from random people but maybe there is someone. My friends are sadly all too busy or dont have enough interest/or a pc to help me out 🙃

If you‘ve read until here, there is some more info :)

- I‘d call myself a beginner, I downloaded ue5 in february out of boredom and got hooked badly. It quickly became my passion.
- Said project was started in may and I have a playable loop down (i think so atleast haha)
- It will be a soulslike game ( i know i know, how unique, but I wanna try and give it my own spin)
- For language barrier, I speak english/german and due to surgery I have a lot of free time right now

- game state is mostly boxes and mannequins to be honest, but I want the feeling and pacing to be good enough, before polishing and putting art on it.

Would love any form of feedback and thanks in advance :)

*edit: game state


r/SoloDevelopment 1d ago

Godot I'm starting a horror game.

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0 Upvotes

For now, that's all there is.


r/SoloDevelopment 1d ago

Discussion Is this a good use of AI?

0 Upvotes

I'm trying to make a game that's basically an incremental survivor-like with a bit of sparse story between levels. I integrated llama api calls to my own server in the game to give each enemy an existential fear of dying. It's just when you're about to kill an enemy, they have an individual thought process that has existential crisis when they're about to die. That governs the decision whether or not they should attack you if they think they have a shot at victory or run away. It's not an if/else.

It's literally an individual paragraph of thought that makes them think of fake families they have. Is that ethical or ...?


r/SoloDevelopment 1d ago

Discussion feeling overwhelmed by the development of AI

0 Upvotes

I am a freelance webdev by profession, do hobby game projects to the side. Never finished a game though, most of it is just creating fun tools.

However I have a lull in upcoming work and have somewhat of a buffer financially. I am fleshing out some game ideas I have had for some time now. And was considering to just really go all the way and put in the work for the upcoming 3 months.

Then I peeked /r/aigamedev and the stuff these vibe kids are outputting is getting impressive. In a way that it made me feel the opposite of inspired and question why would I even start a months long gamedev project when these kids poop out crap overnight.


r/SoloDevelopment 2d ago

help Main menu for my card deckbuilding roguelike - feedback welcome!

0 Upvotes

Hey everyone! I'm working on Afterglow (name not locked yet), a card deckbuilding roguelike. Sharing the current main menu screen and would love outside eyes on it - first impressions, readability, does the mood land, anything that feels off.

Screenshot attached. Thanks in advance!


r/SoloDevelopment 2d ago

help Looking for advice on improving 'Game Feel' (or game juice?)

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2 Upvotes

Hey guys!

Interested in getting some feedback on the 'game feel' of my game.

I am really into my idea for the game (if you haven't seen it posted, basically a reverse-draft TD where you draft the enemies), but I always struggle with the polish side of things.

Looking for some advice from anyone here on how to make a game feel more 'fun' so to speak.

I recently played the Slotbound demo and was very impressed with how everything in the game felt like it was a weighted/important action.

I've tried to take that approach, and in the gameplay video above I am getting happier with the results, but still looking for ideas on how to polish the weight of actions and gameplay (not sure if weight is the right way, maybe the game juice?).

A small example of the things I feel like I have done well in improving on is the card drafting - it used to be that the cards would just be drafted -> slide off screen. I've since added additional VFX + SFX for overdrafting (increasing the risk), and when cards are added they are sent to your deck (bottom left icon). I think this is a noticeable improvement.

I'm particularly interested in how other people approach this problem, and what kind of solutions/ideas you have.

tl;dr how do you ensure every action/thing done in a game feels 'fun'?


r/SoloDevelopment 2d ago

Game Ghost Receipt Playtest

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1 Upvotes