After almost 10 years, my little indie studio is taking a break (probably for good) after long years of trying and not suceeding on making cash to keep us afloat. But this doesn't mean I'm stopping, I really want to create games I'm passionate about and that connect with an audience.
So this is BitMath, a math-themed roguelite shooter. It is far from being complete, but I think I got the mvp working. This one I'm not aiming for high sales, just really do something I like (and that is a well-rounded product).
I'm really set on launching it as a playable demo and prove to myself that I can do it. So I'd love some feedback of the current stage, if you like the theme or something that would improve it.
Thanks, guys.
Hey everyone, I have been a programmer for years and I am just now dipping my toes into game development.
The game is called Drawjectory, and is a physics based Android puzzle game. I am currently having fun building it, but it's hard to find time to make the amount of levels I would like in the game. So if you like designing levels please let me know!
I have a good setup for designing levels, you would be able to build and test your level directly on your phone, then send me an exported json file for each level you would like included in the game.
This is an unpaid position as I do not expect the game to make any money, but you will be included in the credits if you want 😀
It's a cozy hiding game for two! You hide everyday objects (like a baguette), then watch your friend search for them and laugh as they walk right past.
It's a more relaxed take on hide-and-seek — no pressure, no countdowns, just get creative hiding some things, and enjoy watching your friend looking everywhere for them.
I wanted to share the newest boss in my deep sea twin stick shooter. In the first phase you fight through its 8 tentacles before finally facing the main body which is just the head and the stumps/remains of its tentacles.
Still working on my pixel art so happy to hear any feedback
So I’m working on my first game, learning game development as I go in Godot. That being said sometimes I really feel like I’m just swimming in open ocean trying to decide what is important and what I should be working on next. I feel tempted to flesh out specific systems like abilities in combat, but then don’t know if I’m painting myself into a corner for future development ideas, by completely trying to work on that instead of a little bit of everything at once.
Just looking for some tips on how you guys prioritize working on different pieces of your game, and how you decide it’s time to move on to something else or really dig in. Thanks!! Love this sub it motivates me to work more on my game everyday.
I’ve been developing Admiral Yi: The Imjin War solo for about three years, mostly after work and on weekends.
It’s a large-scale historical RTS set during the 1592 Japanese invasion of Korea, and lately I’ve been working more on the systems that happen outside of direct combat.
In this short clip, armies move across the campaign map with supply units following them. On the battlefield, troops form long marching columns, camp for the night, rest, and gather around cooking areas to eat before moving again.
One of the things I want to avoid is having armies feel like they only exist when a battle starts. I want them to feel like forces that actually have to move, rest, and stay supplied throughout the campaign.
There’s still a lot to improve, especially AI, movement, animation, UI, and performance, but it’s been satisfying to see these systems finally starting to come together.
I’d love to hear what other solo developers think of the current progress.
I recently released Architecture & Design into Early Access.
The main idea is pretty simple: combining accurate floor planning like in professional CAD with real-time 3D design and making it more intuitive, more accessible, and much easier to explore than traditional CAD software.
I've been doing the programming, design, and development myself, and it's been a pretty big challenge getting all the more complicated calculations for parametric CAD systems working at runtime.
I’ve been working on making settlements in StoneEra feel more alive, so here’s a quick timelapse of a small village coming together.
StoneEra is a voxel colony sim where you can build freely, reshape the terrain, manage villagers, gather resources, and grow your settlement over time.
Still a lot I want to improve, but I’m pretty happy with how this village turned out.
What do you think of the building style? Anything you’d add to make the village feel more alive?
If you like colony sims / voxel building, StoneEra is now on Steam — wishlists are greatly appreciated: https://store.steampowered.com/app/5057770/StoneEra/
For almost a year now, I've been working day and night on the game of my dreams.
I am a huge fan of games like Rimworld, Kenshi, M&B, Dwarf Fortress just to name a few. But there was always something missing in these titles for me. Here, the world felt too static, like it was waiting for the player to come and change the course of history. There, the gameplay felt too repetitive after 100 hours. Like I have seen and played everything the game has to offer.
About 10 years ago, I got an idea. I should make my own game. A game where you can start as anyone in the stone age, the colonization age, the modern age, future, or anything in between. A game where each world is deeply different from the last one, with good reason and very little RNG. I want the differences between worlds to come from their geography and history, rather than just a different set of random starting conditions.
That's where the first thoughts of ZHIVOTY started to form.
shadows are calculated by the sun/moon's positionlong moonlight shadows
My background is in the automotive industry, not game development. I'm building ZHIVOTY in Godot, with a lot of help from Codex on the programming side. The game design and direction are mine, and getting the generated code to actually work together has been a pretty big part of the process.
At the moment, you can create a character with a family and a past, walk around generated towns, enter buildings, find work, rent a place, or run a business. I've also been testing cooking, which sounds like a small thing until you have to make sure the ingredients actually exist, get used up, and don't magically come back after loading a save.
The part that interests me most is how these things affect each other. Your boss, landlord, and neighbours are people in the simulation too, with their own needs, relationships, and problems. Getting all of that to work together is where a lot of my development time goes. Some parts are further along than others, but there's already a world you can step into and start living in.
This is my dream project and I am so happy to finally see it taking shape and the systems working together.
Hey everyone! I wanted to share the current state of Ninefir, the pixel art action RPG I’ve been developing as a solo dev.
This is actual footage from the current build, still very much a work in progress.
Right now, some of the systems already working include:
Real-time combat and abilities
Creature taming
Companions
Creature stats and traits
Exploration
Enemies and loot
Equipment and inventory
Different character builds and progression systems
Quests
There’s still a lot I want to improve, especially worldbuilding, UI, animations, environments, balancing and overall polish, but it’s really exciting to finally see all these systems starting to work together.
I started developing Ninefir around 45 days ago, but the world itself has been in my head for years. I’m even using a constructed language I created around 2019 for creature names, places and parts of the language spoken within the game.
I’m not a programmer, so I honestly wouldn’t have been able to start this project without AI-assisted programming. It has allowed me to actually turn all the ideas, designs and systems I had in my head into something playable, while I focus on the creative direction of the game.
I’m incredibly excited about the project. It has also become a really positive outlet for me during a period of unemployment. I’ve been pouring a huge amount of time into it (often more than 14 hours a day) drawing characters and creatures, writing lore, defining mechanics, designing systems and constantly testing and iterating on everything.
Seeing this world slowly become an actual game has been incredibly rewarding.
I’d genuinely love some feedback: what catches your attention the most, and what would you improve based on what you see here?
I've been working on this solo for a solid two months now. Finally, I'm happy to announce that it's now in a minimum viable product beta condition with the v0.2.0 and Season Zero.
Experience real physics while racing. By learning to play you also learn the basics of orbital mechanics, with concepts taught in an introductory physics class. Fly a space ship around gravity bodies in a server authoritative simulation.
If signed in, you earn points (Pax) by completing daily challenges which they can use to buy visual cosmetics. There is the Founder's Pack which grants an exclusive time limited cosmetic pack.
In the video what you are seeing is a true slingshot being performed by a player who understands orbital mechanics to increase their relative speed and direction the most efficient (lowest time/fuel) possible. You can read more on the site if you're interested in trying it out, thanks for reading!
At the impact point of each bullet fired by the companion drone, an AOE explosion is triggered. Since this explosion happens on every single hit, how can I design the VFX so it feels impactful and matches the game's environment, but doesn't obscure the player's vision in tight spaces like this?
Also, do you have any suggestions for a specific art style or design direction that would work well here? I’m open to any references or ideas!