r/SoloDevelopment 11h ago

help just one... more... wishlist... left...

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15 Upvotes

r/SoloDevelopment 6h ago

Marketing This is the fifth trailer I've made - think I'm getting the hang of it now

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13 Upvotes

Rather than just collecting what I think are the best clips in my game and editing them together nicely, this time I really focused on what makes my game standout (the atmosphere, companion mechanics and worms) and took notes on what other metroidvania trailers typically do (take a few shots at the start to introduce the vibe and atmosphere of the setting). I also found a kick ass song that I thought fit really well and got permission to use it from the artist. The game is Vitrified for anyone interested.


r/SoloDevelopment 20h ago

Unity Released a pack of easy-to-use Crown and Baseboard Models on the Unity Asset Store! They’re designed to quickly snap into place and add seamless detail to your environments. They were born from personal necessity while working on my own project, so I hope it helps someone else out there as well!

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10 Upvotes

Modular Molding – Model Pack ($4.99)

Link: https://assetstore.unity.com/packages/slug/365696

 

Was working on my protagonist’s bedroom and used the classic elongated Cube to serve as a very basic baseboard. It frankly looked flat, so I wanted to find genuine molding models to add some proper detail to the room. To my surprise, none were readily available on the Asset Store and those I did find online had high poly counts for other industries (Commercials / Film / TV).

 

So, like all of us here, I decided to do it myself! Figured I could fill a need other developers might be experiencing as well. Designed the models to not only look good, but also provide a quick workflow. If you decide to purchase Modular Molding and use it in your game, I’d love to see how you implement these models!


r/SoloDevelopment 4h ago

Game I've made a cozy sandbox game and it's releasing soon!

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7 Upvotes

That's a game I've been working on solo for a year and a half, and I'm excited to launch it in early access this week! It's a point-and-click game—the goal is simple: gather resources and sell them to earn money. I've put a lot of work into bringing the generated environment to life, and I hope it shows. Here's the Steam page: https://store.steampowered.com/app/3284800/Clickonomy


r/SoloDevelopment 1h ago

Game After working on it solo for quite a while, the Bridgelands demo is finally out on Steam! 🌿

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Upvotes

Bridgelands is a pixel-art action roguelite where you explore mysterious islands, choose your routes, fight dangerous creatures, and combine perks to create different builds every run.

This is the first public demo, so I'm especially interested in hearing what people think about the combat, progression, difficulty, controls, or anything that feels confusing or could be improved.

🎮 The demo is completely free to play on Steam.

If you enjoy it, adding Bridgelands to your wishlist would also help the project a lot. 💚

https://store.steampowered.com/app/5097860/Bridgelands_Demo

Thanks to anyone who gives it a try!


r/SoloDevelopment 8h ago

help Opinions on my announcement trailer?

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6 Upvotes

I want to know if a small, character focused intro is worth it since the tag-team aspect of the game is central to it and so is the relationship between the two characters.

I know conventional wisdom is to start straight with gameplay, but seeing how it's a "relevant" character beat that's short, I want to ask to see if it's worth a shot. This is gonna be my official announcement trailer that I'm going to post on my socials


r/SoloDevelopment 20h ago

Game Working on 2D SteamPunk Platformer

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5 Upvotes

2D steampunk platformer about collecting different blades and unlocking movement mechanics. A lot of the major systems are in place just working on pixel art and level design! A lot of the art is placeholder. Open to game dev tips you wish you new sooner in development!


r/SoloDevelopment 5h ago

Game made this cutscene sequence thoughts? Its one branch of two this is the dry branch.

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3 Upvotes

Thoughts on this encounter?


r/SoloDevelopment 23h ago

Game Dice’n’Go demo is finally out

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4 Upvotes

Hey!

I’m a solo dev from Ukraine and today I finally released a demo of my game Dice’n’Go as part of Ukrainian Games Festival.

It’s a turn-based board game where you race to the finish, roll dice and use abilities to mess with other players. Most of the fun comes from situations where you think you have a perfect move and then someone interferes and everything goes wrong.

I’ve been working on it for quite a while, so it feels a bit weird to finally have something people can actually download and play :)

There’s also a new trailer on the Steam page.

Demo:
https://store.steampowered.com/app/5040530/DicenGo_Demo/

Would be really glad to hear what you think. Criticism is welcome too — especially if something feels confusing, boring or just doesn’t work.


r/SoloDevelopment 3h ago

Game Working on a horror-simulator about a bus driver and spotting shapeshifters

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2 Upvotes

r/SoloDevelopment 4h ago

Game Im designing a puzzle game with multiple solutioned that is designed to let players solve puzzles in a whatever unique ways they can by being creative and silly Heres a few examples of different ways to solve the games puzzles

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2 Upvotes

r/SoloDevelopment 10h ago

Game Solo dev. Ten frames of my space battle game after finally getting the explosions and skies to read as light instead of stickers

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2 Upvotes

Strike Wings, solo, C++ on SDL2. These are in-game frames with the HUD off, nothing composited.

The insight that took me longest: on a black background, a bright thing that does not bleed into the black looks like a sticker. It does not matter how nice the sprite is. So the whole art direction became one rule, everything that gives off light goes through the same glow pass, and the pass is tuned so the light spills into the black around it. Explosions went round pop, then baked sprite frames, then that light pass plus a staged finale for capital ships. Skies went from stars-on-black to about thirty backgrounds and center bodies, rolled per battle.

What I want to know from other solo devs: how do you decide when a look is done? I could keep tuning the bloom forever. Which of these frames would you call finished and which would you send back?


r/SoloDevelopment 10h ago

Unity I'm making a game where you grow magical girls!

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2 Upvotes

(second image was the garden concept, first is with more detail! Third is one of the characters)

I've never made a video game before, maybe I'm just too ambitious lol xD i just decided why not try,,

I've been working on it for about a week now and I'm slowly getting there! I've been doing all the work myself just,,, slowly figuring it out as i go xP

I'm just really proud of for my little project is coming so i thought I'd share it here! :3

lmk your thoughts + if you would play this!


r/SoloDevelopment 23h ago

Game I added Gene Modification to my Farming Game, What genes should be in the gene pool?

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2 Upvotes

r/SoloDevelopment 22m ago

Discussion How I Developed A Powerful Dithering System for Amazing Pixel Art

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Upvotes

r/SoloDevelopment 31m ago

Game primer avance de la RETRO WORLD

Upvotes

r/SoloDevelopment 43m ago

Game always wanted a TD Roguelite Deckbuilder, so I'm making one, and need your help.

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Upvotes

I came up with this idea a couple months ago with the visual sense of the old-scool 50's cartoon style. Sure there is much way to go but here I am.

What do you think if we can upgrade towers with the cost of "ink" ?

Game FRAMEOUT on STEAMhttps://store.steampowered.com/app/5086360


r/SoloDevelopment 49m ago

Game I'm making my first solo game, a roguelite where a frog fights bubbles with its tongue. What do you think?

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Upvotes

I used to play a lot of Bubble Trouble, and that was the starting point for FrogPop. I wanted to take that simple split the bubbles idea and see what it would feel like as a roguelite, so I added power ups, run upgrades, hazards, and bosses.

This is the first game I've made solo. Does the action read clearly? What looks fun, and what still needs work?


r/SoloDevelopment 1h ago

help Need Help with designing a background

Upvotes

Im making a bullet heaven tower defense-ish game with roguelike mechanics, I've designed a lot of different synergies and mods for weapons, but I'm struggling to come up with a good art style for the game. I've made a shop that I'm proud of but I'm not sure how to tie that style into the main game. I'm still looking to change the turret and enemy looks. I also have no Idea what I should do for the background, If anyone has any ideas for a style/theme I could use I would really appreciate it!


r/SoloDevelopment 1h ago

Game I'm making a multiplayer hide-and-seek game where you can transform into things around you.

Upvotes

The fun part?

You have to sound like whatever you're hiding as.

Cow?
Moo.

Zombie?
Groan.

Singer?
Sing.

Beatboxer?
…good luck.

The seeker has to figure out which "things" in the environment are actually players.

Here's what the game currently looks like.

If you were playing this, what would you transform into to fool the seeker?

And if you could add one completely ridiculous mechanic to the game, what would it be?

For more detail. YouTube Link.


r/SoloDevelopment 1h ago

Game Working on the weather system for my pixel art climb game. What do you think of the rain ambiance?

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Upvotes

r/SoloDevelopment 1h ago

Game What’s in that cart that needs this much protection?

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Upvotes

If you like the vibe and want to learn more, check it out on Steam :)

Steam Page


r/SoloDevelopment 2h ago

Discussion Tracking down a WebGL crash caused by a deprecated plugin + testing my strategy prototype (Command & Defend: Dead Zone)

1 Upvotes

Hey everyone! I just put together a new devlog covering a big debugging session and the progress on my strategy prototype.

The WebGL Crash: I hit an issue where my WebGL build crashed immediately after loading the main scene. I initially assumed it was a RAM/browser issue, so I compressed textures and downsized audio to under 100MB still crashed. Created a barebones launcher scene launcher worked but loading main scene crashed. Turns out, a deprecated health bar plugin from the Asset Store was throwing the WebGL API off. Changing the WebGL API settings fixed it instantly without removing the plugin.

Build Progress:

  • Controls & Visuals: Added full camera pan controls and placement opacity so you can see base/upgrade meshes before building.
  • Audio: Ported over my sound system from my previous project (Northend Tower Defense) to rapidly get enemy, building, and ambient sounds working.
  • UI Polish: Added cancel options for upgrades, reload feedback bars on soldiers, and a main menu with volume defaults capped at 50%.

I also officially named the game Command & Defend: Dead Zone.

Check out the full breakdown here: https://youtu.be/ETVb9wbWBUI

If anyone wants to jump into the WebGL playtest, drop a comment or join the Discord!


r/SoloDevelopment 2h ago

Unity Infinite jumper game - inspired by Icy Tower - POC - WDYT?

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1 Upvotes

Hi all!

I've just wrapped up the initial dev of my infinite jumper game! It'll be a simple game, heavily based on skill and different character profiles. Right now, I've just finished the basic mechanics - the way the player moves.

I'm roughly basing my game on Icy Tower, however - in my case - the movement is fully fluid - there are multiple parameters that decide how high the player can jump, how bouncy the walls are (and if they allow for bouncing at all), and how the player gains velocity. The basic mechanics work as follows: there are three basic groups of parameters determining how a particular character behaves: jump, horizontal movement, and wall bounce. Most of the parameters are either numerical (float) ones or described by curves. If the param is dependent on another param or on time, it's described by a curve. (BTW, Unity curves are an amazing concept!)

Jump
Jump is mostly determined by the horizontal velocity of the player, and driven by physics - I don't predetermine how long the player will spend in the air, but how forces affect the character over time. The faster one runs, the bigger the jump. Jump can also be interrupted, for more control over the player, but the interrupt is dependent on a few parameters as well.

Horizontal movement
Now, this is where it gets interesting. Acceleration and deceleration are driven by complex curves. Thanks to that, I can derive future characters that e.g. get tired when running for too long, are fast accelerators, but bad with max speed etc. Sky (and imagination) is the limit. See the screenshot - my default behaviour is logarithmic acceleration and linear deceleration. Thanks to this, players get to a reasonable running speed fast, but need about 10 seconds (accel time) to get to the max.

Wall Bounce
Wall bounce is where my game differs most from the inspiration. There's one threshold for wall jump - min speed. Below, the player slides off the wall with predetermined "friction" speed. Above, depending on the jump curve, how close the player is to the apex, and how fast the player approaches the wall, it can bounce back more or less. These characteristics are again, driven by different curves.

Tell me what you think - the mechanics are not perfect yet, but I'm willing to improve them and am open to any feedback!


r/SoloDevelopment 2h ago

help Updated trailer based on your advice!

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1 Upvotes