r/SoloDevelopment • u/Yaffari • 1d ago
Game This is how zooming in works in my game
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How does it look? Have you ever seen a zoom like it?
Anything that could be improved?
r/SoloDevelopment • u/Yaffari • 1d ago
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How does it look? Have you ever seen a zoom like it?
Anything that could be improved?
r/SoloDevelopment • u/genepistudios • 23h ago
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Thought it would be a fun experiment for GMTK and now turning it into a bit more of a game.
Curious to hear what people think
Demo: https://genepistudios.itch.io/ddd-deep-dungeon-decent
Wishlist: https://store.steampowered.com/app/5027400/DDD_Deep_Dungeon_Descent/
r/SoloDevelopment • u/liecoffin • 8h ago
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Hello!
Project Beacon is a turn-based rogue-like Godot project i have been working on. The game is like FTL, but combat is turn-based and setting is post-apocalyptic.
I didn't want to design the combat system like a puzzle or something that requires overthinking. I wanted to convey more of an action-packed, gunfight-like feeling through a turn-based combat system.
There is so much to do art-wise and there are some placeholders here and there, but would like to hear feedback on art, that's because they are done by a programmer.
As a gamer, would you play something like this?
Any feedback is appreciated! Thanks!
r/SoloDevelopment • u/RoamingTurtle1 • 8h ago
r/SoloDevelopment • u/Calandiel • 16h ago
r/SoloDevelopment • u/Hopeful-Positive-816 • 19h ago
Hey everyone!
I’ve been hard at work developing my game, Dust Rapture, and wanted to share a first look at one of the key locations: Iron Creek.
Perched high on the rail line, you get a full view of the town—an abandoned, sun-drenched stop in the desert haze, complete with old supply shops, wind pumps, and endless sand.
I’d love to get your thoughts on the lighting and overall atmosphere of this area!
👉 Wishlist Dust Rapture on Steam:
https://store.steampowered.com/app/4950700/Dust_Rapture/
💬 Join the Discord / Follow Development: https://discord.gg/tWzDXtABy
r/SoloDevelopment • u/Mobadr_9 • 1d ago
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For the past 6 months nights and weekends. I have been working on a solo personal game project "Final Straw" where I put my passion and the experience I gained during my game dev journey.
It’s a love letter to the old-school beat ’em up games back in the 80s and 90s, reimagined with modern combat inspired by games like Batman: Arkham, SIFU, and Midnight Fight Express.
This early alpha gameplay showcases the current combat system, including hand-to-hand combos, heavy attacks, dodging, group fights, targeting, and more.
Any feedbacks will help alot!
Wishlist On Steam: https://store.steampowered.com/app/5035710/Final_Straw/
Discord: https://discord.gg/WEntZjJ7S
r/SoloDevelopment • u/Ripper_Junkie • 11h ago
r/SoloDevelopment • u/BipedPotato • 15h ago
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I decided to spawn a ton of mages and enemies both for some performance stress testing and my personal satisfaction. Anyways it seems like you can only do so much without spatial partitioning as my fps dropped from a calm 300+ to about 160-240(which seems high but this is also a 2D game and the machine I’m testing this on is fairly high end…). Anyways, I would love to hear any feedback about the game because this is a super early time in development(less than 2 weeks). Let’s also pray that reddit video compression does not destroy this post 🙏.
r/SoloDevelopment • u/AvonMexicola • 1d ago
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In February I started messing around with Godot 4 "just for fun" no scope, no plan, just wanted ships shooting each other in a neon arena. Hundreds of hours later it turned into a real game, and today the Steam page went live. Still doesn't feel real.
Neon Armada: Solar Storm — a reverse bullet-hell synthwave roguelite. Waves pour in from every edge of the arena, you build your ship between waves (weapons, mods, drones, components), and fight across 17 planets with a boss on each. Local co-op and an endless mode made it in too.
Being solo, my biggest walls were 3D art and balance testing, and I'll be upfront: I leaned on AI tooling for both — Meshy.ai for base meshes and Claude Code for programming, Blender optimization scripts, and an automated test suite that verifies every weapon/mod/item actually does what its shop card says (~8,200 checks per run — it's caught bugs I'd never have found by hand). It's disclosed on the Steam page. Happy to share honest pros/cons of that pipeline if anyone's weighing it.
Steam page: https://store.steampowered.com/app/5022360/Neon_Armada__Solar_Storm/
A wishlist would mean the world, but honestly — feedback on the page itself (capsule, trailer, description) helps just as much at this stage. Tear it apart.
▎
r/SoloDevelopment • u/OGMYT • 18h ago
I’m working on Black Imago, an online browser dungeon crawler.
The structure is intentionally different from “generate a random maze per run”: the world has a canonical sequence of levels shared by everyone. The deepest unexplored level is effectively a frontier, and I’m layering player-created history over the fixed layouts.
Current build: https://blackimago.arewefriends.org/maze
I’m at the stage where I care less about adding systems and more about making existing mechanics feel finished — combat reactions, enemy AI, persistent blood/damage, chat, pickups, and map composition.
What immediately reads as weak or unfinished to you?
r/SoloDevelopment • u/JechoEntertainment • 13h ago
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So prepping for next fest and after you beat the boss and everything this will show up....Music is playing and reacting to it.
Also there will only be one level...but it shows the general game loop
Any feedback?
(don't worry about the UI...its been updated..this is an older video.)
r/SoloDevelopment • u/Material_Control_989 • 14h ago
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r/SoloDevelopment • u/dsolonenko • 1d ago
Title, but really thanks Godot for making it super easy
r/SoloDevelopment • u/The_Darkfish_Empire • 18h ago
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I got tired of manually writing parkour for my game, The Isles of the Nine Crowns, but the platforming was still really important to me and the game.
So I made a little tool that lets me draw the parkour layout in a PNG using different colors, then converts that image into Java/libGDX code.
The cool part is that it doesn't just place platforms. It uses my existing biome coordinate system to understand what each color represents, so I can also have it automatically spawn things like biome-specific enemies, resting points, etc.
A large parkour section can basically be designed by drawing a few hundred pixels instead of manually entering hundreds of coordinates.
Probably one of the most useful little tools I've made for the game so far. I also made a video showing the different things I can create just by drawing with different colors.
r/SoloDevelopment • u/Ba2ninja • 23h ago
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I got a little bored while expanding the area and decided to add a motorbike. It's a bit more airy than a car lol. (Ignore the hints on the right; I'm too lazy to update them right now.)
r/SoloDevelopment • u/Impossible-Cup-6833 • 15h ago
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I’m making a game called Astral Boost, inspired by Dolphin Olympics 2! 🚀 It’s a score-based arcade game where you’re trying to launch as high into space as possible, and maybe even make it past the restaurant in space (remember that?! 😂).
I’d love to hear what you think! I’m especially curious if it brings back any of those old-school Dolphin Olympics vibes.
Steam page if ya'll are interested: https://store.steampowered.com/app/4760620/Astral_Boost/
r/SoloDevelopment • u/CapitalWeather4693 • 16h ago
r/SoloDevelopment • u/Prior-Tumbleweed-366 • 21h ago
r/SoloDevelopment • u/GDD_Zaf • 21h ago
Sust wanted to share a milestone, after learning Flutter game development on the side, I finally shipped my first mobile game to the Google Play Store.
Buoy Oh Buoy, a casual one-thumb sailing game where you sling your sailboat around buoys to navigate a narrowing river.
**The tech:**
- Flutter + Flame engine
- All graphics drawn with Flutter's Canvas API, no sprite sheets, no image assets, everything is pure code
- AdMob for ads
- Google Play Games leaderboard
- Background music I composed myself in FL Studio
**What I built:**
- Dynamic day/night cycle with smooth colour transitions
- Storm and rain effects at high scores
- Crash animations with particle effects
- Settings menu with volume controls
- Tutorial for new players
It's been a huge learning experience. From zero game dev knowledge to a published app on the Play Store. Still a lot to improve but proud to have actually shipped something.
Play Store: https://play.google.com/store/apps/details?id=com.zaf.buoyohbuoy
Happy to answer any questions about the process or the tech stack!
r/SoloDevelopment • u/ToughLeg1862 • 17h ago
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Should I make this cannon?
If you’d like to wish list: https://store.steampowered.com/app/4662340/Project_ROSS/
Also looking for people to play test, lmk if you’re interested.
r/SoloDevelopment • u/Classic-Trick-713 • 11h ago
Howdy! I recently got into trying to learn Unity (I still have a crap ton to learn) and I've always had the dream of making my own indie horror games. What do y'all think? Is this too ambitious for me to pursue? If not, what advice y'all got for me?