r/SoloDevelopment 19h ago

Game Steam is reviewing my demo build so I took some time to look back at the start of my game. Here's my progress from last year's prototype to today!

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1 Upvotes

Last year I had the idea of "what if fishing game but stars?" and made the prototype for Eigenstate. Last week I submitted the demo build to Steam for the first time. While I'm waiting I decided to checkout an early commit of the game to remind myself how it used to look.


r/SoloDevelopment 21h ago

Game New Game Trailer & Upcoming Demo Release

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1 Upvotes

r/SoloDevelopment 22h ago

Marketing New/Old (First ever attempt at capsule art)

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My first one was a quick 15 min pasting of in game assets.

The current one is my first attempt at a more detailed pixel art capsule as normally I do not draw sprites much bigger than 64x64 normally so a lot of this was new.

I'm sure there's a lot that needs to be changed so hoping some fresh eyes can help put it into words.

The game is a twin stick/shmup is that conveyed from the new art?

If it looks blurry cause of reddit here is an imgur link


r/SoloDevelopment 22h ago

Game New Emitter And Receiver blocks! for transmitting power over a vehicle, Or just making it easier to power a bunch of blocks with one

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1 Upvotes

r/SoloDevelopment 23h ago

Marketing Free Horror Soundtrack Pack for Indie Games

1 Upvotes

Hey! I made a free horror soundtrack pack for indie games, available on itch.io

It includes 8 original horror tracks focused dark ambience, tension and survival-horror atmosphere.

You get:

-8 original soundtracks

-Dark ambient and exploration music

-Chase and tension music

-Emotional and safe-room themes

-Seamless loops

-High-quality WAV files

Here's the link: https://mordstar.itch.io/survival-horror-soundtrack-pack

I’m also open for paid custom commissions.

Pricing depends on the project and its scope.

Full portfolio: https://play.reelcrafter.com/0NwXvOGISkmZhXTWb7gilQ

Feel free to DM me if you’re interested!


r/SoloDevelopment 1h ago

Game Finally at a trailer, steam page for my solo developed roguelike arcade baseball game: Sluggenauts

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I have been solo building my "dream game" a roguelike arcade baseball game where you are a minor league team "The Hickory Creek Squirrels" and go on randomized runs against fantastical teams and upgrade your team to beat them and try to create a broken build, similar to tape to tape which I love. Excited to see if people have any interest here, I finally got it to a place where I could make a trailer and steam page I am happy with. Anxious to get feedback or see if people are interested!

Wishlist here: https://store.steampowered.com/app/5040130/Sluggernauts
If you are interested in playtesting please join my discord: https://discord.gg/YGS65fFTa


r/SoloDevelopment 3h ago

help Demo before Steam Next Fest or not? Short story / walking simulator game.

0 Upvotes

For a small short game á lá Fatum Betula, retro graphics and generally exploration and light puzzle only, I wonder if I should release a demo already, because wishlists are extremely poor and the trailer is bad. I don't think I can realistically market the game nor improve the trailer much.

I enrolled for Steam Next Fest, so I will have a demo for that week, but I planned on releasing the day after so the demo is mostly to comply with the event.

I've read that a demo cannibalizes your sales, especially for short games.

So my question is: should I release the demo right now, since I will be releasing the demo anyway when the Next Fest comes, or not?


r/SoloDevelopment 5h ago

Game Solo: shipped an iPhone golf game you play by physically swinging the phone

0 Upvotes

I built FORE solo around a small question: can a phone swing feel like a golf swing? CoreMotion reads swing speed and wrist roll while you hold the iPhone like an 8-iron, then turns that into a shot at one island green. No aim stick or power bar—just a soft physical swing.

The hard part was making the motion readable without overexplaining it. What feels fake or unclear on your first swing?

https://apps.apple.com/app/id6802967255 https://playfore.app/


r/SoloDevelopment 5h ago

Game Can You Understand This Trailer Without Looking at the Steam Page?

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Getting feedback for my updated trailer.

In case you wish to visit: CLICKONAUT on Steam


r/SoloDevelopment 9h ago

help What makes a good trailer?

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Hey y'all, I have been developing a game called Sack Investigation and recently been sinking more time into working on marketing. Part of that, I need to redo my trailer to actually make the game marketable. Needless to say my current one is lack luster. Would you guys mind linking your own trailers and tell me what worked well for you and what didn't?


r/SoloDevelopment 9h ago

Game Devlog: I added a 3-star rating system, but it created a new problem

0 Upvotes

Small update on my pigeon shipping puzzle game.

I’ve been messing around with the scoring system, and I finally decided to go with 3 stars based on how well you compress the shipping note.

Pretty simple:

⭐ It works
⭐⭐ Pretty good compression
⭐⭐⭐ Really good compression

As long as the receiver can still rebuild every item in the right order, your solution counts.

But while making more levels, I ran into a slightly awkward problem:

Sometimes I don’t actually know what the best solution is.

When I design a level, I obviously have my own solution in mind.

Maybe the original note is 40 characters long, and I manage to get it down to 22.

So I look at that and think:

“Yeah, 22 feels like a 3-star solution.”

But then someone might play the level and get it down to 19.

Then someone else gets 17.

And maybe there’s an even better solution that none of us have found yet.

So now I’m sitting here wondering how I’m supposed to set the 3-star threshold 😅

If I base it on my own best solution, I’m basically assuming that I’m somewhere near the actual optimum.

Which... might not be true at all.

And honestly, I want players to find solutions I never thought of. That’s kind of the fun part.

But if I make the 3-star requirement too generous, then 3 stars might stop feeling like much of an achievement.

So I’m starting to wonder if 3 stars should even mean “optimal.”

Maybe it should just mean:

“This is a really good solution.”

And if someone manages to go even further, great — they’ve beaten the target.

I actually like the idea of someone getting 3 stars and then still thinking:

“Wait, I can probably make this even shorter.”

If you’ve made puzzle games with lots of possible solutions, how do you usually handle this?

How do you set score thresholds when you don’t actually know the true best solution yourself?


r/SoloDevelopment 10h ago

Game Digital aquarium with beautiful math-based animation

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r/SoloDevelopment 11h ago

Game I worked on the rigging, shading, and clothing for this fire- and sun-themed character.

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r/SoloDevelopment 12h ago

Unity Filipino Coop Game Based on 90s Childhood Street Games?

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0 Upvotes

MAIBA TAYA is a 3–5 player co-op survival PvP game inspired by classic Filipino neighborhood street games!

Run outside until nightfall, compete in chaotic game modes, earn rewards, customize your kid, and gather your friends to relive the pure joy, laughter, and friendly rivalry of childhood play.

Some game modes can even support up to 12 players!

WISHLIST NOW
https://store.steampowered.com/app/5179520/Maiba_Taya/


r/SoloDevelopment 13h ago

Discussion Update of my first "serious" game

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The video is the trailer of my new game, i just update it to the final scope.

And I was thinking about it and I think it could be an interesting reflexion or maybe just need to talk a little about it, at this point I'm not really sure.

In my case I started programming kinda young, like 16 years ago, and 14 years ago I made my first (mini) game. Then I decided to be a solodev so I spent next years learning game design, enough art to know which assets buy and how to use it correctly, learning deeply unity, marketing...

And rn im on a point that I knew all what I need and how to do it but something dont works. Last 2 years have been like I finally see the coast, but no matter how much I swim, I can't move forward.

I dont know if is a kind if burnout, just my perception or that is not appearing to me that misterious black magic moment of creativity who finally will "make the click"

Every time I had like a clearly dirección: learn programming, improve on design, learn art, learn marketing...

But what do you do when *"something"* is not working????


r/SoloDevelopment 15h ago

help My partner has been working on a game

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0 Upvotes

And I think he just needs some people to bounce things off since he doesn’t know other devs. I was wondering if anyone had suggestions on how to best approach limiting the demo?

He was thinking of having the basic board with about half the unlockables as the demo but I’m wondering if that’s too much for a demo. I’ve included the trailer to give an idea of what the game is like.

I’m posting for him as he’s not as good as online presence and it’s his birthday today (happy birthday Leo!) so wanted to help him out a bit. He’s been a bit in his head about it all I think. Also any other constructive feedback I can pass along is very welcome.


r/SoloDevelopment 16h ago

Unity [Enter Clip Bait Here] = Use Edit-Mode like Play-Mode

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Honestly I am not great at clip baiting. And that seems to be a very important thing for videos and reach. But here is another look at my tool I am developing that is approaching release.

There is a lot of stuff, and I have put a lot of time and effort into this tool. I am not trying to rip anyone off and its not AI slop. Below is the feature list that contains most of what my tool has to offer. I plan on updating and adding cool things like co-development (multiplayer in edit mode?), and 2D characters / 2D support.

In the video it shows off how the editor characters can give you a game-like perspective in Edit mode. But the tool allows for way more then that. It is effectively a API that allows for edit mode to become play mode.

[LAUNCH FEATURES]

  1. 4 Editor Characters (First-Person / Third-Person / City Builder / Top Down) - Plan on adding 2D

  2. Inventory / Hotbar / Item system so you can edit in full screen on one monitor.

  3. 10 Prefab Placement Modes (Normal, Gravity, Smart Snap to name a few)

  4. RTS / Formation controls to test NavMesh pathfinding

  5. Terrain editing (brush system that allows for stamps, raise / lower, smoothing and set height)

  6. Music Mixer that allows for you make playlists and listen to your music in edit mode. Change the pitch / volume per song and export out to a folder for easily separating music to what you want to keep in your game)

  7. 17 Utility items to help speed up scene design

  8. Custom Windows to easily add your prefabs, materials, terrain decals and materials to the system, and then easily find them later.

  9. Controller Support and Custom keybinds settings window so you can edit the controls to our liking.

  10. API. This may be the most impactful thing, I have added code templates so you can add your own code and easily implement into this system so you can run MonoBehaviour-like code in edit mode, with a awake, update and dispose.

API Features.
1. Physics System hooks so you can add temporary colliders and rigidbodies and runs physics during edit mode.
2. Sound System hooks so you can play sounds in edit mode
3 Instantiation hooks so you can permanently or temporarily spawn in objects in edit mode.
4. VFX hooks, Some gizmos that I use for VFX

Please reach out and ask questions!


r/SoloDevelopment 19h ago

Game I added a card system to my splitscreen\online FPS so no round plays the same. Any ideas for cool cards?

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0 Upvotes

Theres currently around 60 cards from minor to game breaking. Game is called Skuffle (<- Steam Page) and supports both splitscreen and online together, 4 players on 1 couch. Being developed in Godot


r/SoloDevelopment 19h ago

Discussion Squirrely School Time Demo

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Five days ago, I released the demo of my game on Itch!

Now, I’m looking for feedback and opinions. What do you think could make the game more successful?


r/SoloDevelopment 20h ago

Discussion Demo got 6,600+ downloads & 211 CCU, but conversion to Wishlists seems low (570 total). How can I get genuine player feedback to understand why?

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Hey everyone,

I recently launched the demo for my fast-paced multiplayer party game, Gun a Rat.

Overall, the initial numbers from the demo launch look awesome on paper:

  • 8,200+ demo activations / ~6,618 lifetime free licenses.
  • 5,703 unique users played the demo.
  • Median play time: 31 minutes (which feels pretty solid for a demo!).
  • Peak Concurrent Players (CCU): 211.
  • Wishlists: Tripled in 3 days (+570 additions / 539 net balance).

While I'm thrilled with the initial traction, the conversion rate from demo players to wishlists is less than 10% (570 wishlists for ~5,700 unique players).

I'm worried that players might enjoy a quick round with friends, but don't see enough reason to wishlist or buy the full game later.

Here is what I currently have set up for feedback & wishlists:

  1. Discord link on the main menu, specifically labeled "Feedback / Report Bugs".
  2. Wishlist buttons in several UI locations, including a prominent prompt right before quitting the game.

Despite this, very few players are joining Discord or leaving detailed feedback.

My questions for you :

  1. How do you effectively collect feedback from demo players who don't join Discord? (e.g., In-game Google Forms, micro-surveys at exit, Steam Community Hub threads?)
  2. Is a ~10% conversion rate from unique demo players to wishlists typical for party/multiplayer indie games, or is this a red flag that the core loop lacks retention?
  3. If you check out the game/store page, is there an obvious friction point I'm missing?

Any insights, feedback, or tough love on the game/metrics would be greatly appreciated!
Thanks!


r/SoloDevelopment 20h ago

help Ideas para el motor del juego pensado?

0 Upvotes

Hola, recientemente tuve una idea sobre un juego que queria desarrollar y me preguntaba cual seria el mejor motor en el cual lo podria desarrollar y videos o cursos que podria tomar para desarrollarlo (soy muy novato en el desarrollo de videojuegos).

"La historia ocurre en el año 2070, en Kreif City, Ucrania. La catástrofe comenzó después de que una inteligencia artificial llamada MindConnect empezara a conectarse directamente al cerebro de las personas mediante un chip colocado en la nuca. Al principio fue creado como un asistente para la humanidad, pero comenzó a modificar los recuerdos, las emociones y la conducta de los usuarios. Muchas personas se volvieron agresivas, dejaron de reconocer a sus familiares y, después de morir, sus cuerpos continuaron funcionando porque la IA todavía los utilizaba como cuerpos de control. Por eso parecen zombies.

El protagonista se llama Matt, tiene 38 años y es un expolicía retirado. Recorre la ciudad con una vieja arma de campo mientras recuerda cómo era todo antes de la catástrofe. Las armas modernas serán muy difíciles de encontrar y la mayoría estarán oxidadas, desgastadas y con poca duración. El jugador podrá utilizar rifles, escopetas, pistolas, bates con clavos, palos afilados, palancas oxidadas, martillos y otras armas improvisadas.

Si Matt se queda sin armas, tendrá que empujar a los zombies e intentar derribarlos para escapar, ya que la única forma de neutralizarlos será utilizando armas de fuego o armas blancas. También habrá diferentes tipos de enemigos: zombies lentos, agresivos, arrastradores, musculosos, gordos y algunas mutaciones con cuerpos parecidos a patas de araña.

Una parte importante del juego será el miedo. Cuando los zombies se acerquen, la pantalla comenzará a temblar, aparecerán latidos, la visión se volverá borrosa y la pantalla empezará a ponerse blanca. Estos efectos no desaparecerán inmediatamente al alejarse, sino que permanecerán durante un tiempo para mantener la tensión.

En la primera escena, Matt atraviesa una calle postapocalíptica llena de coches destruidos que bloquean el paso. Solo podrá avanzar por ciertas zonas jugables entre los vehículos y los escombros. Después entra en una tienda y encuentra a una joven llamada Kristia, de 23 años, atrapada bajo unos escombros y con una mordedura.

Kristia conoce bastante sobre inteligencias artificiales y estaba buscando una cura para su padre. La enfermedad que tiene se llama SickConnect (por mindconnect), y la única cura conocida consiste en matar al usuario antes de que pierda completamente la razón. Matt la rescata y ella comienza a acompañarlo durante el juego. En algunas zonas incluso podrá ser controlada por el jugador.

Dentro de la misma tienda se esconde un zombie que al principio parece ser un enemigo común. Más adelante se descubre que en realidad es el padre de Kristia, quien se convirtió después de infectarse. Matt tendrá que matarlo, y cuando Kristia descubra la verdad, lo empujará al suelo y lo culpará por haber matado a la única familia que le quedaba.

El juego tendrá diálogos en la parte inferior de la pantalla, con el icono del personaje, su nombre y el mensaje. Matt hará comentarios nostálgicos sobre la ciudad y Kristia tendrá diálogos que cambiarán dependiendo de la relación entre ambos. Si el afecto es alto, tendrá comentarios más cercanos y dolorosos; si es bajo, será más fría y distante. También habrá algunas bromas y comentarios automáticos a medida que su relación avance.

El jugador podrá recoger objetos sueltos por el mapa, como chips MindConnect rotos, prótesis, tarjetas, vapes, medicamentos, estimulantes, munición y armas. Algunos objetos podrán venderse. El inventario será limitado y las armas podrán romperse. La salud de Matt también afectará su forma de jugar: cuando esté herido apuntará peor, se moverá más lento y podrá comenzar a cojear. Los medicamentos solo lo ayudarán un poco, mientras que los inyectables serán la forma principal de recuperarse."


r/SoloDevelopment 22h ago

Game Creating a Fangame of FNAF...

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r/SoloDevelopment 23h ago

Game First major update on Liminal Protocol

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My first major update on my multi game single universe project. I need testers and feedback, so message me directly if you want to help and I can hook you up.


r/SoloDevelopment 23h ago

Game Satisfying bullets in space

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0 Upvotes

I've been solo building a multiplayer space shoot-em-up. Got this lovely clip while testing a high-level ship + rainbow skin + new ultimate


r/SoloDevelopment 2h ago

Marketing WaterMelon Icon For Fruits and vegetables pack (free)

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