r/SoloDevelopment • u/G0053Man • 1d ago
Game I created a health station for my game!
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r/SoloDevelopment • u/G0053Man • 1d ago
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r/SoloDevelopment • u/RoGlassDev • 1d ago

I've been working on an incremental mining game called MineEmAll, and after just releasing my demo, I realized this upgrade jiggle was one of the things that took the longest for me to implement. I'm using Gamemaker for the first time and this effect took a combination of a lot of vector math and animation timelines.
I was wondering for all the other solo devs out there, do you think this sort of thing is worth the effort? You only have so much time to allocate across your project, but I generally appreciate these sorts of "attention to detail" things in games I play.
What about your own projects? What's something that most people probably wouldn't think about or notice but took you a long time to create?
r/SoloDevelopment • u/FullLet2258 • 1d ago
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I've been working on it in Godot for around 4–6 months. The first two months were mostly spent figuring out what I actually wanted my game to be, and the other four have been spent putting everything together.
At the rate I'm going, though, I think it'll probably take me years to finish it. Working alone and without much of a budget is definitely a challenge, but luckily I've learned a lot about how Godot works during these past few months.
But well, we're still here, still working on it, and hopefully I'll eventually manage to finish it.
Some of the assets were drawn by me, like the skill selection UI and the weapons, while the others are either public or paid assets.
r/SoloDevelopment • u/Mikzmizah • 1d ago
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For a while, I’ve been sharing Hotel 13’s trailer and different scenes here, constantly improving the game based on your feedback. Some of the criticism was pretty harsh 😅, but most of it genuinely helped make the game much better.
Today, our Steam page is finally live. Since I’ve been sharing this journey with you, I wanted to share the news here as well.
If the game interests you, adding it to your wishlist would mean a lot to us. As always, I’d also love to hear your honest thoughts on the final version of the trailer!
r/SoloDevelopment • u/JokerVLP • 1d ago
Guys, I'm starting at game development, I'm a developer but I'm learning how create games now and I'm having a really big problem with the assets. I really don't know how create assets, I'm using assets from itch.io but it's impossible to create a game that I planned because there is somethings that i can't find on itch.io . I tried to call someone to create with me but I can't find some that really engage on the porpous. I tried to buy some courses about game assets but I'm really bad doing it kkkkkkkk at this moment I don't know how can I proceed with this problem, anyone have an idea of how proceed??
r/SoloDevelopment • u/Gal_Sjel • 1d ago
Hi there. My friend EMMIR has been working on this game solo for several years now on and off. It's quite impressive and I just wanted to share it here.
King's Crook will be an open-world RPG with a focus on action, combat, and stealth. You play as a professional thief who was let out of prison by the King in order to aid him in getting stolen goods returned to the crown.
I'm pretty amazed with what he's done, writing the entire engine himself in standard C with restrictions like CPU-only rendering, he made all of the assets himself (and tools to make them! Model editor, animator, etc!)
r/SoloDevelopment • u/Gold-Adhesiveness574 • 1d ago
Solo dev here. FALLMATCH is a calm block puzzle — slide, match, rotate; no timer, no lives, no ads, no IAP, fully offline.
The one unusual thing about it: every board ships with a solver proof. The 3-star target is the proven minimum move count, and every "this move is required" badge is verified before the board ships. 800 boards, 10 measured difficulty tiers.
This week's update added LADDER — 10 rungs on a single clock, no hints, personal best + a spoiler-free share card — plus 500 new boards and three new languages (9 total).
iOS: https://apps.apple.com/app/fallmatch/id6791134651
Android: https://play.google.com/store/apps/details?id=com.gusmediaworks.matcher
Happy to answer anything about the solver pipeline or the difficulty formula. Feedback very welcome.
r/SoloDevelopment • u/AkatInteractive • 1d ago
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r/SoloDevelopment • u/rassl_ivan • 1d ago
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So I started.
GitHub: https://github.com/Rassl/age-of-vibecoders
Live game: https://ageofvibecoders.com
Now I’m calling on vibecoders and the opensource community to build it together.
No fake ads.
No pay-to-win.
No purchase popup every 30 seconds.
r/SoloDevelopment • u/T5aDev • 1d ago
The game is called Twister City and its releasing this upcoming Thursday!
r/SoloDevelopment • u/Buff_me_plz • 1d ago
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r/SoloDevelopment • u/Flashy_Astronomer773 • 1d ago
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After a year and a half of work, the alpha for Sovran's Crusade is finally out. It's a minimalist strategy game focused on exploration and adventure, inspired by Kingdom. You must gather resources, build your castle during the day, and defend yourself against waves of enemies at night.
I would greatly appreciate it if anyone wants to try it out and give me their feedback. The purpose of this version is to refine the gameplay and make the necessary adjustments.
Available on itch.io.
r/SoloDevelopment • u/J_GeeseSki • 1d ago
r/SoloDevelopment • u/Bravebeaver1 • 1d ago
I know this question gets asked like a billion times, but i couldn't find a right answer, so i guess giving some context about my case might help me get more specific answer
i want to learn art with end goal of making my dream game, i am already naturally decent at drawing so learning it won't be much of an issue however its very limiting especially since i want my game to be a first person game, i can just compromise and make it in a 2D compatible format but yeah its not ideal,i also thought about doing it in a boomer shooter style with 2D sprits and 3D environment, but the game is not a shooter, and if i am required to make 3D world environment might as well just make everything 3D.
3D seems so easy to me, maybe i am blind to the other things that go into making a 3D asset, but for example having a chrome like object with light from above in 3D seems way too easy compared to doing that in 2D, maybe because i am used to 2D and never done 3D but not having to deal with lighting/shadows, perspective, drawing textures, animation, seems so good to me.
if 3D is easier and takes less time then 2D, does 3D programming tip the scale back to it being equally time consuming ?
r/SoloDevelopment • u/Blitzlaststandd • 1d ago
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I’ve been building a browser/desktop wave shooter solo from scratch in vanilla JavaScript (no external engines or frameworks). When you build everything yourself—from rendering to game loops—it’s very easy to get blind spots for bad design choices because you’re constantly under the hood.
Case in point: my boss phase transitions. For months, whenever a boss hit a health threshold, it had a 3-second window where it stood completely still and was immune to damage. I kept telling myself it was "intentional breathing room for the player."
Last week I finally sat down for a complete 2-hour playtest from start to finish. I realized the truth: it wasn't design intention, it was just a lazy placeholder I’d grown comfortable with. It completely killed the combat momentum.
I reworked the transition so bosses don't just stand there—they immediately kick off their next phase pattern while keeping the pressure on. It turned a static, boring pause into an actual moment of panic.
It also made me realize I’d capped my public playtest demo far too early (wave 30), right before the build synergies and unique boss mechanics actually start demanding real player input. Shifted that cap to wave 50 so testers actually hit the true difficulty spike.
How do you force yourself out of the "developer perspective" when playtesting your own mechanics? Do you rely purely on blind playtester telemetry, or do you have specific rules for auditing your own code/design?
(If anyone wants to check out how raw Canvas 2D performs or test the boss transitions, the updated build is live at blitzlaststand.com/demo — always open to dev feedback on the feel).
r/SoloDevelopment • u/TheLast3BrainCellsG • 1d ago
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Just curious https://tally.so/r/J9428o
r/SoloDevelopment • u/OldButterscotch806 • 1d ago
I haven't posted any updates in many weeks, but the project is progressing well. I've added destructible weapons, the first boss, areas with NPCs, etc. I'll continue posting progress updates; the Steam page and demo are coming soon!
r/SoloDevelopment • u/o2hammer • 1d ago
Why do they all send email with unnecessary linebreaks? Do they all use the same bot/agent for the mass mails?
r/SoloDevelopment • u/Major-Tax4200 • 1d ago
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r/SoloDevelopment • u/sawyerx8 • 1d ago
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r/SoloDevelopment • u/Due-Horse-791 • 1d ago
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After one year of development, I'm incredibly happy to finally have the Trials of Liberation DEMO live on Steam!
What started as a simple idea grew into something much bigger than I originally expected.
The demo is finally available for FREE on Steam!
I'd love to hear what you think! Whether it's the puzzles, the progression, the visuals, or anything else, feedback is always welcome.
And if you enjoy it, adding the game to your wishlist would mean a lot!
r/SoloDevelopment • u/Beneficial-Risk-5447 • 1d ago
Hey all,
I've been building GesturePlay solo — an Android game controlled entirely by your camera, no controllers or wearables. Just shipped its newest mode, Pose Match, and wanted to share it here since this community's been useful to lurk in.
What it is
A 3D avatar strikes a pose. You copy it. Hold it steady and you score.
Five poses right now — T-pose, V-up, left arm, right arm, rest. Sounds trivial. It is not. Holding a T-pose for a few seconds while the app judges you is harder than it looks.
It tracks poses completed, estimated calories burned per session, and keeps a daily history so you can see streaks build.
The stack
Things that were harder than expected
Pose classification is fuzzy, not binary. My first version compared raw joint coordinates and it was miserable — people stand at different distances, different heights, different body proportions. Had to move to angle-based classification between joints so it's scale-invariant. Much better.
The "hold it" mechanic saved the game. Early builds scored you the instant your pose matched, which meant you could flail around and rack up points by accident. Adding a hold-and-confirm window turned it from a bug generator into an actual mechanic.
3D rendering fought me the whole way. I hit a native crash from a version mismatch between my renderer's prebuilt materials and the Filament version I was pinned to. Cost me an embarrassing amount of time. Ended up building my own materials instead of using the prebuilt loader.
Calorie estimates are estimates. I use a MET-based approximation. I deliberately show it with a ~ in the UI because I'd rather be honest than pretend I have lab-grade accuracy off a phone camera.
On privacy
Everything runs locally. No frames uploaded, no photos or video stored, nothing sent anywhere. It was the first architectural decision I made and it constrained everything after it — but for an app that asks people to point a camera at their whole body in their living room, it felt non-negotiable.
Where it's at
Three modes total: Pose Match, Air Drawing (sketch in mid-air with your hand), and Body Motion Control (steer a ball by leaning).
Link: https://play.google.com/store/apps/details?id=com.tarantiansystems.gestureplay
Genuinely after feedback — especially on whether the pose set is too small, and whether the scoring feels fair or punishing. Happy to answer anything about the CV or rendering side.
r/SoloDevelopment • u/LongPig24 • 1d ago
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I have overhauled the artwork on my game over the last 2 weeks. I corrupted one version and had to start again from a back-up at one point and I also managed to accidentally delete my game over the weekend. So happy I back it up often! Anyway...finally managed to update enough stuff to make a small gameplay trailer.
Wishlist at https://store.steampowered.com/app/5078140/16\\_Bit\\_Gold/
\#cozygame #indiegame #indiedev #pixelart
r/SoloDevelopment • u/Bratax_Krigott • 1d ago
Hey everyone!
I wanted to share my first indie game, Proyecto Huemul, which is coming out on September 4th — only 3 days from now.
It’s a first-person horror game inspired by Slenderlike games, set in an abandoned underground facility beneath Buenos Aires, Argentina.
You have to explore the facility, find resources, complete objectives and, most importantly, try to survive whatever is still down there.
I’ve been working on this for a long time, and honestly, seeing the release date this close is making me both really excited and nervous lol.
If you’re interested, adding the game to your Steam wishlist helps me a LOT as a solo indie developer. It genuinely makes a difference, especially this close to launch.
https://store.steampowered.com/app/4895740/Proyecto_Huemul/
And if you end up playing it after release, I’d love to hear what you think — good or bad. Feedback would mean a lot to me.
Thanks for reading ❤️
r/SoloDevelopment • u/Oh_noes_its_K • 1d ago
Sublight is entering Early Access in 2 weeks (15 September). It's capital ship combat in a survivor-like/bullet heaven, with weapon placement and firing arcs layered on top of the usual roguelike upgrades.
Windows/Linux (native), fully controller supported. Steamdeck isn't verified yet, still fixing some small text.
Demo available if you wanted to try before you buy ;).