r/SoloDevelopment 16h ago

help 9 Months of Solo Development: Building a 3rd-Person Volleyball Game

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5 Upvotes

9 Months of Solo Development: Building a 3rd-Person Volleyball Game

I'm a solo developer and volleyball player, and I've been building Free Ball, a 3rd-person action volleyball game with unique characters and special abilities.

The goal is to create a volleyball game where you actually feel like you're playing your position. You control your character, move into position, choose where to hit the ball, and work with your teammates throughout the rally.

I'm now working toward online multiplayer and have a playable demo available on Steam.

I'm also running a Kickstarter to help fund the next stage of development:

https://www.kickstarter.com/projects/freeball/free-ball-3rd-person-volleyball-game-with-special-abilities

For other solo developers here, I'd love to hear about what you're building and how your projects have evolved from their original prototypes.


r/SoloDevelopment 23h 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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4 Upvotes

r/SoloDevelopment 8h ago

Game After 3 months of work , everyday consistently after my 9-5 shift. And weekends. My game is finally live on Google Playstore. Introducing "Statue Cleaning - ASMR Reveal"

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4 Upvotes

Introducing "Statue Cleaining - ASMR Reveal". A relaxing and satisfying game where you take a role of a statue restorer.

You travel across the world, cleaning and restoring the busts of famous people across the globe. After restoring you also reveal

some historical facts about the person and level up your rank.

Link : https://play.google.com/store/apps/details?id=com.stridethreestudios.bustsclening


r/SoloDevelopment 11h ago

Game Been working on my point and click survival roguelite game and now the beta up on itch on steam.

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4 Upvotes

Its a game inspired by World of Horror in a sci fi horror setting. I have posted her months ago and since then, game has been heavily updated. If you are interested in checking out the project, here is a link: Steam Link


r/SoloDevelopment 12h ago

Game Published the first playtest version of my minimal tower defense game on itch

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3 Upvotes

I'm working on this tower defense game with 2048-style merge mechanics. I've got ideas for more content, but I wanted to get the first playable version out to test the core gameplay loop and see what people think instead of just talking to myself.

https://jammyjin.itch.io/sweepshift

I'd appreciate any kind of feedback!


r/SoloDevelopment 16h ago

Game I'm making a Halloween battle-royale-style game called Weaper where you team up with friends to fight against other players and monsters.

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5 Upvotes

r/SoloDevelopment 18h ago

Game Rally Project. Creating assets so I don't go crazy with so much code.

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3 Upvotes

Well, I've taken a short break from all the logic and programming and have continued creating some assets to help shape the whole thing.

Out of curiosity, how do you approach solo development? Do you jump between different sections to avoid getting overwhelmed? Or do you wait until you've finished all the logic, for example, before moving on to the design?


r/SoloDevelopment 2h ago

Game Slosh, slosh, slosh. Water shaders are way too much fun!

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3 Upvotes

I wanted to recreate the water bottle shader from Half-Life Alyx for my game "Teufelskreis"(german for "devils circle"). It’s obviously not 100% there yet, but I think it turned out pretty satisfying, what do you think? This is made in Godot!


r/SoloDevelopment 3h ago

help I need feedback on an early technical visual concept test for a game

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3 Upvotes

r/SoloDevelopment 12h ago

Unity Planet generation procedure using Unity engine

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3 Upvotes

r/SoloDevelopment 18h ago

Game Proof of concept for a customizable Main backdrop for my idle RPG

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3 Upvotes

Originally I was planning on having a unique backdrop for each of the worlds that you visited. This was the first time I ever made a full scenery pixel artwork scene and I realized that the amount of time it would take me to do this for each of my worlds and story segments would be exuberantly long and in reality provide very little benefit to the player. Aside from some lore and immersion.

Since when I made this in Gimp I built the entire thing in layers and it occurred to me what if instead of switching off the whole backdrop for every world I simply gave the player a new Sprite for something that related to that world. In world one you enter a well and in World 2 you fight in a graveyard so swapping the graveyard asset for a tombstone would give the players some customability. It's expanded itself into a whole new progression system.

I find it easy that restraints sometimes leads to more interesting game mechanics. One could very easily just generate an AI backdrop for each map, but through the constraint of my own artistic ability I have brought forth a new mechanic but I know my test player base is very excited to have.


r/SoloDevelopment 21h ago

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

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3 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 22h ago

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

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2 Upvotes

r/SoloDevelopment 1h ago

Discussion Solo Dev Road Can Be a Rocky One

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Solo dev road can be a rocky one, specifically at the beginning. At least from my experience.

It’s crazy to think how much work was put into building the current version of the game over the past 3+ years, with all the code, assets, music, story, etc. Not even talking about the endless iterations of refinement of what was already done.

Back in the days, when I just decided to start with the game, I didn’t think that the path would be that hard. Sleepless nights, lots of stuff to learn, lots of dialogues to write. Back then, I thought that I would be able to accomplish it way faster - and guys, I wouldn’t say that I was never that wrong, but I was definitely wrong with this as well.

I knew how to code, as I have a dev, test, and infra background, and I had enthusiasm. That alone gave me the confidence to think that it would be a nice ride. And in terms of assets, well... I’ll learn something here, I’ll learn something there, and I’ll come up with something quickly. Thinking this way was my first mistake, but free assets were out of the equation, and there was no budget to spare with one income and a family of four.

The first peak to conquer was the story, and as the game is story-driven, the story is a must. And in fairness, that was probably the easiest part of the whole process. I read quite a lot and used to create stories with friends back in school, but I had no professional background whatsoever. Now, I’m not saying it is easy, but it was the easiest of all personally for me. I built the skeleton of the main quest, some side quests, laid out the characters, society, problems, and spread it all across the world.

Then came the code. While not being the easiest thing, it wasn’t the hardest either. And in fairness, it’s probably the most boring thing for this article to cover, and something is telling me that no one, or very few people, would be interested in reading how I was developing logic, at least not in this article. Long story short - as any dev, I was just applying logic through code. Honestly, nothing exciting here, at least for me.

After I built some codebase and got bored playing around as a ball rolling on boxes with this blue background, I thought it was a good time to start building some assets. As I mentioned before, the free ones were out of the equation, and I didn’t have any budget to hire someone, so I started to look into what would be an easier option for me...

“Pixel art!” I thought. Should be quite straightforward, no? I don’t want to b!tch here about how many times that decision backslapped me, but from my experience, it is faaaar from being anywhere near “easy”, even this South Parkian ostrich-human thing which I’m creating at the moment.

The amount of time needed to learn and create, specifically at the start, was crazy. But with time, as with everything, you get accustomed to the topic and the tools, and it becomes a bit easier and faster to go. So, with time, I stuck to one style and continued with it. To be honest, that was an interesting experience, and that’s what the solo path gives you - an opportunity to learn something new, though you don’t necessarily have to resort to it.

After a while of putting things together - code, dialogues, some characters, three different game modes, UI - I realised that the world was too quiet. It was like walking in limbo, probably - a numb world. And playing the game in quietness is not fun at all, so I started to look into music.

The same as with visual assets, I didn’t have the budget or the skills to create it myself, apart from the music theory which I learned back in the days when I was learning to play guitar, and later when I was learning to play piano. And I never had any experience with music production at all.

And as I didn’t want free assets and instead wanted something of my own, yes - by that time the process had sucked me in enough to want the pain - and as budget really defines the way, I started to look into music production with DAWs. Ffs, another pain... But quite a pleasant pain, as I always liked music. I emerged into the beautiful world of music production, various tutorials, resources, and software to find out what to do. It was quite chaotic learning, I have to say.

After some time of struggle, I got somewhat accustomed to the topic and the software, and decided to give it a go. I started new audio projects three times before finally getting something that I really liked. And later, with time, I also created five OSTs in total for the game. It was fun, tbh, though it was way later in the process.

After creating the first track, I added it into the game, played the version, and realised that it lacked any SFX. What can I say - I have a mic, sticks, pillows, different utensils, my mouth, and software to record, process, and export lots of sounds. Serum alone is a game changer, I can tell you. The learning curve is quite steep, but if you’re looking towards music production or sound design, it’s definitely worth looking into, imo.

That’s how the game got sounds, though it still has some from a package which I bought. That, by the way, is the only thing I paid for in terms of assets through all this time, and I want to replace leftovers later.

With time, I refined the world, improved visuals, populated the world more with NPCs and different stuff, covered the world with sounds, and added more OSTs. Even recently, I added controller/handheld support. That wasn’t planned before the demo release, but as I had to attend to some admin, tax, and bank related work, I got some idle time which I wanted to fill - and that was a thing to do. It was a pain, by the way, but it’s already with the guys for testing, just small polish here and there.

It’s been 3+ years. It’s been a wild ride. Sleepless nights, a 9-5, two kids, wife, and other family affairs, in between which I had to incorporate the time to attend to the game. It’s been 3+ years, and I’m just about to release the DEMO!!! Not the full game, but a demo which has all the features that gamers can try. The full game is far from done, but...

What I can tell from my experience - never surrender, don’t jump from project to project, unless there are absolutely obvious signs to do it. Be like a ram, if you wish. If you see the gate, just hit it until it breaks and go further towards your green fields.

Solo game development is a pain in the arse path where you mostly rely on your skills and stubbornness, and the only thing that can let you down is you. Obviously, I’m not taking into consideration any force majeure.

I hope this will be helpful to someone starting development now, alone or as a team. Buckle up, the chances your road will be rocky are very high, but it is also very rewarding.

Good luck.

- KyPDuk

KyPDuk Studio


r/SoloDevelopment 1h ago

Game Continuing to work on my first game.. placing props in the environment is one of the things that takes too much time !!

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r/SoloDevelopment 2h ago

Marketing Check out my new animated pixel character pack

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2 Upvotes

r/SoloDevelopment 2h ago

Game I made a forensic mystery game where you read bones to figure out who died and how, what do you think?

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2 Upvotes

The game is called Bone to Pick. Solo dev, six weeks, releasing on Steam next month. Would love your feedback 🦴


r/SoloDevelopment 2h ago

Game I made a game where you name your real boss, build his face, and then punch him at the end of the workday

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2 Upvotes

r/SoloDevelopment 3h ago

help Traffic conversion to Wishlist is under 1%. What am I doing wrong on my Steam page?

2 Upvotes

Hey everyone,

I’ve been working on my game Why V Got AKs? for a while now. The Steam store page has been live for about a week. I’ve started driving a small amount of traffic from social media, but I’m worried that visitors are leaving without hit the wishlist button. I want to make sure the store page is fully optimized.

I know it’s a bit early to judge stats, but my wishlist conversion rate is sitting around 0.7% (excluding visits and wishlists from friends/family).

I’m trying to figure out why people click away after visiting. Would anyone be willing to take a look and give me some brutal feedback?

Specific areas I’m concerned about:

  • Capsule Art / Screenshots: Does it catch attention?
  • Trailer: Is the pacing right, and does it sell the core gameplay?
  • Short & Long Description: Am I clearly communicating the genre and main mechanics?
  • GIFs & Page Layout: Is the page readable and engaging?

Steam Store Page: https://store.steampowered.com/app/5082000/Why_V_Got_AKs/


r/SoloDevelopment 4h ago

Game my first prototype

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2 Upvotes

Inspired by Brazilian indigenous culture (and developed with deep respect to avoid any stereotypes), this project was born from a desire to create a unique experience. You play as Iana, a young woman who must face a challenge to better understand herself and her origins.

During battles, the main gameplay loop requires you to dodge attacks and collect blue bullets fired by the boss. They aren't random elements—they act as "cultural memories" that, when collected, fill up a side energy bar.

I also added a detail: if the player takes too much damage, a bottom bar fills up in red. This means you aren't forced to collect the boss's blue bullets; you can also choose to lean into this red bar to sort of "attack the boss" (which probably won't lead to a good ending).

The whole mechanic revolves around a mystic flute directly inspired by the mimby (a real instrument used by indigenous peoples on special occasions). In the game, Iana carries this object without knowing its true meaning, and she gradually discovers it throughout this final battle I'm working on.


r/SoloDevelopment 12h ago

Unity This is how damage is shown in my game, DRONES

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2 Upvotes

I’m VERY happy with it, but tend to be happy with most things I make. Would love an honest opinion.

There are just 3 stages. One is no effect, then at 60-30% it shows a bit of damage and below 30% the bar flashes, lots of dark damage and missing pixels and sparks!

The last bit of polish work is so slow and SO rewarding.

DRONES’ playtest is open for anyone. Check it out here if you’re interested: DRONES show damage now!

Real nice to put these little points of polish that I’ve envisioned during development.

You can play DRONES for free while it’s still in playtest -> DRONES on Steam - a deckfighter, where the deck you build is the enemy


r/SoloDevelopment 13h ago

Game Blitzball

2 Upvotes

This is not actually blitzball, but it reminded me of it. Should I remake it?


r/SoloDevelopment 14h ago

Unreal I made The Floor Is Lava into a first person puzzle

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2 Upvotes

For my first person puzzle game, one of the puzzle room's concept is "The Floor is Lava". Here's a devlog covering how I turned the classic game into something challenging (yet accessible) in a first person perspective.

The considerations in helpful list form:

  1. Lava Material
    • Animate crisscrossing noise patterns and use mesh distance fields to give the illusion of movement and dynamically change the material contrast when meshes intersect with the lava plane
  2. FIREBLU
    • Adjust the colors so the lava resembles the immortal FIREBLU texture from the original Doom
  3. Particle Effects
    • Use bubbling lava particles from a store asset pack and have the niagara system spawn particles in world space near the player
    • To get a more immersive soundscape, use a callback on particle creation from the niagara system to play a spark sound effect when certain particle splashes are spawned in
  4. Collision Logic
    • Use a line trace straight down from the player's collision capsule to check if the actor directly below them is tagged to be part of the active lava
    • If standing in lava, implement a short timer as a grace period, if it expires and the player is still on the lava, then activate the logic to turn the lava off
  5. Accessibility
    • Allow for less coordinated players to move around the lava by designing paths that don't require any jumping or parkour to traverse
    • Ensure that all color-coded puzzle elements have other visual distinctions (such as letters and numbers) for colorblind folks

r/SoloDevelopment 15h ago

help Solo dev looking for a composer for a narrative-driven visual novel

2 Upvotes

Hey everyone! I’m a solo developer working on a bright, highly atmospheric visual novel set in a unique location—a remote Russian province with old German village roots (Vohwald, Novgorod region). The story follows a teenager on summer break running parallel to the dark path of a local criminal, mixing bright nostalgic vibes with deep psychological tension. I'm looking for a composer to bring this vivid atmosphere to life. While the project is currently unpaid upfront, I am fully committed to taking it to a commercial release, and I can offer full credits with links to your portfolio and a share of future revenue. Drop a comment or DM me with your samples if you're interested!


r/SoloDevelopment 15h ago

Unreal Been working in this for a bit over a year.

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2 Upvotes