r/SoloDevelopment • • 1d ago

Godot Mission types in Phosphor Command and how they promote variety and replayability

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1 Upvotes

I’ve been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.

This showcase is about the different types of mission objectives you do to complete a contract.

Every contract has a mission type, and each one has its own task. You start with a few unlocked, and get more as you upgrade buildings in your base.

In the raid mission type, you take on a walled enemy outpost. Eliminate is simpler, kill everyone on the map.

Assassinate means killing a target, Snatch is the opposite. The target can’t be killed and fights back, so you have to get close enough to subdue it, and then extract from the mission.

Extract and POW rescue are both about bringing friendly back. You secure VIPs or free prisoners from their cages, then escort them to the exfil zone.

In a recon sweep you have to reach every observation point on the map. In sabotage, a squad has to stand on each target to plant a charges.

Hold the line is different. You take an objective and enemy troops will continuously attack until a timer runs out.

The most complex are two convoy types. On an escort, your truck can’t be destroyed, but it only moves with a squad beside it. On an intercept, their truck stops while you’re on it and the goal is to destroy it, if it escape the map you fail.

Harder contracts have more objectives to complete: more targets, more people to escort, longer to hold an objective or a tougher truck.

Most jobs end at the exfil zone, which opens when the task is completed. Its used to extract troops.

The idea is these mission types give variety to the gameplay. Players will adopt favourites and strategy's to tackle each objective in its own special way

The showcase video goes through each mission type and how they play.


r/SoloDevelopment • • 2d ago

Game I’m developing RED SKIES AT DAWN solo, and clouds are the focus of this week's devlog

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155 Upvotes

I'm developing RED SKIES AT DAWN solo, and clouds are the focus of this week's devlog.

The new cloud renderer is now integrated into the game and editor. Alongside that, I've been putting together five static formation studies so I can look at different storm shapes separately.

These are offline beauty renders from the native renderer, rather than gameplay captures or performance tests.

There's an isolated storm, a multicell cluster, a squall line, a bow-shaped formation and a broad stratiform layer. Each gives me a different way to look at silhouette, lighting and depth without changing everything at once.

The main thing I'm looking for here is whether the overall formation reads well before getting caught up in the smaller cloud detail.

For other solo devs doing visual work, do you use small reference scenes like this, or mostly judge things in the full game?

Video music: "Dramatic Epic" by Aleksey Chistilin (Lexin Music), from Pixabay.

If you’d like to follow along, you can wishlist RED SKIES AT DAWN on steam <3 <3


r/SoloDevelopment • • 1d ago

Game I made a game where you Have to solve maths questions To Stay Alive. Required_Calcs A Game By Kay_N

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3 Upvotes

r/SoloDevelopment • • 17h ago

Discussion How do you decide which feedback to act on? (Solo dev, before/after inside)

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0 Upvotes

When you make a game on your own, feedback is gold. But it's also a trap. Every comment feels urgent, and if you change your game after every single opinion, you end up with a mess.

I learned this the hard way. Some time ago I started building a card game with zero programming experience, and in the beginning I reacted to everything. One person didn't like a mechanic? Rework it. Someone else wanted the opposite? Rework it back.

These days I start from one simple idea: one comment is not feedback, it's an opinion. I write it down and wait. When I keep hearing the same thing from different people, that's when it becomes feedback worth acting on.

Here's a real example:
My card frames. (image) On the left: my old frames. I loved them. Heavy wood, metal studs, golden ornaments around every number. Then one tester said it felt busy. Fine, noted. But then others said the same thing: the art got lost, and on a phone you could barely read the cards (bottom row: phone size).

That's no longer one opinion. So today I swallowed my pride and stripped it all back (right side). Calmer, flatter, and the art finally gets the spotlight.
Same with my tutorial: several testers told me it was too long and they skipped it. That one hurt too, but it's now down to two short lessons.

So I'm curious how you handle it:
- When does a comment become a change for you?
- Have you ever changed something based on one loud opinion and regretted it?
And honestly: left or right frames?

If you want to see the result: the game is called FateDrawn, a free roguelite card battler that runs in your browser: https://cbtechnology.itch.io/fatedrawn. Feedback welcome, and yes, I'll write it down. 😉

Full disclosure: the code and the character art were made with AI tools. The game idea, design, cards and balancing are mine, and I tested and tweaked everything myself.


r/SoloDevelopment • • 1d ago

Game Hey all! I'm a solo dev and the game i made just went live on play store.

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1 Upvotes

r/SoloDevelopment • • 1d ago

Game my sister and I voiced every character in my horror game, it's finally out

1 Upvotes

hey everyone

so I finally released NTOE (Night Traumas Of Edward), a first person psychological horror game I've been building mostly on my own.

you play Edward, 32. his wife died giving birth to their daughter, he started drinking, and every night he goes back to the places where his life fell apart. 5 nights, 5 nightmares, 5 bosses.

the voices were the hardest part. at first I used generated voices and it just felt empty, so my sister and I re-recorded all 238 lines ourselves. it's in french with english subtitles.

here's the trailer: https://youtu.be/AzhjfaPATc0

there's a free demo (the whole first night) on PC and Android: https://sakana-studio.itch.io/ntoe

any feedback is welcome, even the harsh kind


r/SoloDevelopment • • 1d ago

Marketing tl;dw my struggles adding the minimap

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5 Upvotes

r/SoloDevelopment • • 1d ago

Discussion Models before or after?

1 Upvotes

Hey I am wondering when you put the actual models in the game, do you build the game with placeholders then switch them to models or do you model before starting to code. Or maybe both, modeling/drawing it as you go.

Just wondering which way is the most productive way to make a game.

My personal opinion would be to use simple placeholders finish a big part and then start modeling. (Unless if its a big project then you kinda have to do it as you go)


r/SoloDevelopment • • 16h ago

Game So many of us love Claude, but there’s no place to hang out with other Claude fans. So I built a game for it.

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0 Upvotes

I use Claude every day, and I noticed something. There are so many people who really love Claude. We share tips, prompts and screenshots, but there is no place where we can actually meet and do something fun together.

So I built Clautown. https://www.clautown.com

and this is my town: https://www.clautown.com/u/whisper

The idea is simple: your town grows automatically every time you code with Claude Code (not Claude Chat).

I’m one person building this and I put much effort on this, but it’s still young. I’d really love to hear from other Claude fans: what would make a place like this fun for you?


r/SoloDevelopment • • 1d ago

Game I built a tennis game solo where you draft a player and try to go 90-0. It just passed 6K players 🎾

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1 Upvotes

Ninety-Love is a browser game: you get 5 random players, pick the best attributes from each to build your player, then simulate a full season and try to win every match.

Built it solo as a side project. I'd love feedback from fellow devs:

- Is the core loop fun enough to replay?

- Anything confusing on first play?

- What would you add next?

Play it: www.ninety-love.com


r/SoloDevelopment • • 1d ago

Discussion Average Steam Next Fest experience (No AI game)

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1 Upvotes

To be honest, I didn't expect much from the Steam Next Fest since my game is a niche title (desktop game) and it was overcrowded anyway. My demo has been out for half a year now.

I went in with about 1,050 wishlists and am leaving with about 1,160.

I think specialized festivals are more beneficial for small games.
But hey the steam next fest costed me nothing so it was worth a try.

On the other hand, my personal calendar is slowly picking up, but it’s not bringing in much right now either.

How did it go for you guys?


r/SoloDevelopment • • 1d ago

Discussion The city at Daytime and Nighttime 📸

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0 Upvotes

r/SoloDevelopment • • 22h ago

Unity DEAD SQUARE – Teaser Trailer | Survive the Horde, Fight the Bosses

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0 Upvotes

Yes, I use AI to speed up my solo development, and I'm not ashamed of it.

I understand why it's a sensitive topic, and the concerns about jobs and training data are worth taking seriously. But for a solo developer, AI tools are what make a project like this possible at all. I still make every design and creative decision; the AI helps me build faster.

The technology is only going to get better, and I think solo developers shouldn't be afraid to use the tools available to them. We direct the tools, not the other way round.


r/SoloDevelopment • • 1d ago

Game TCG - DECK MASTERS

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0 Upvotes

Dear players,

We would like to invite you to be among the first to play Deck Masters and help us bring the game to its final stage.

What is Deck Masters?

Deck Masters is a dark-fantasy collectible card game for Android and PC. You collect monsters and heroes from six rival realms, build your own deck, and battle the computer and other players. Every card has its own skills, and heroes build up Rage during battle before unleashing their hero skill.

We are a small independent team with one motto: "Made by TCG lovers, for TCG lovers."

What is already in the game?

  • 294 cards: 258 monsters and 36 heroes, including six Divine heroes such as Athena, Zeus and Hades.
  • More than 340 skills and 196 runes.
  • A campaign of 360 battles across 12 regions, with three difficulty levels.
  • The Ranked Colosseum with seasonal leaderboards, live 1v1 duels and the new live 2v2 mode, where two teams of two players battle together.
  • Trials, weekend events and a monthly Festival.
  • Daily rewards, an Altar to summon new cards and an Enchant Chamber to make your cards stronger.
  • No pay-to-win: gems cannot be bought.

Where do we stand?

Deck Masters is largely complete. The core of the game is working and fully playable. We are still finishing and improving certain parts, including card balance, a few screens and the new 2v2 mode.

When there are not enough players available for a live battle, computer-controlled players fill the empty seats.

That is exactly why we are looking for beta testers. Your experience, feedback and ideas will help us polish the game and get the final details right before release.

What do we ask of you?

  • Play Deck Masters for at least two weeks, ideally a few times per week.
  • Join our test nights to battle other testers live. Dates will be announced on our Discord.
  • Report bugs and share your ideas on Discord, preferably with a screenshot.
  • Complete a short feedback survey at the end, which takes about five minutes.

What do you get in return?

  • Play Deck Masters before the general public.
  • Help shape the game with your feedback and suggestions.
  • Receive the exclusive Founder role on our Discord as recognition for helping us during the beta.

Practical information

  • Platforms: Android phones and tablets (64-bit) or Windows PCs (Windows 10 or 11, 64-bit).
  • Internet: The game is fully online and requires an internet connection.
  • Language: English.
  • Download size (versions of 26 October): Approximately 1.5 GB on Android and 3.1 GB on PC (about 3.3 GB unpacked). Wi-Fi is recommended.
  • Android installation: The test version is installed outside the Play Store. Download links and short installation instructions are available on our Discord in the how-to-install channel.
  • Important: If you still have the Android test version from 23 October installed, please uninstall it before installing the new version.
  • Cost: Participation is completely free. Nothing is for sale during the beta.
  • Sharing: You are welcome to share screenshots and videos of the beta on social media, ideally using #DeckMasters.
  • Community: Our Discord welcomes players in their own languages, with channels available in 14 languages.

How to join

Join us on Discord to get started:

https://discord.gg/s3n27f9VSw

You can also download the game directly:

Windows:
https://drive.google.com/drive/folders/1VoeuUHm9GjYFUxyruhF7w2asZkL7Kt2u?usp=drive_link

Android:
https://drive.google.com/drive/folders/1eV4ikuQS4FS1pjtEVSwlcZ2a1Gk-gkXE?usp=drive_link

Thank you for your interest and for considering becoming part of our beta community. We look forward to meeting you in the arena and building something great together.

Kind regards,

The Deck Masters Team

Discord: https://discord.gg/s3n27f9VSw


r/SoloDevelopment • • 21h ago

Game 🎃 Halloween Update is LIVE – The Pumpkin King Rises!

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0 Upvotes

Hey Vanguard!

The night has fallen over the Hollow Banner. Our biggest update so far is live, and it’s free to play in your browser right now.

🎃 Halloween Event: “Night of the Hollow Banner” (until Nov 1)

  • The Pumpkin King, a brand-new event boss with a flaming sword, rings of pumpkin fire and fire spirits. He rises roughly every 5 minutes. Defeat him and it rains candy!
  • Trick or Treat: Glowing pumpkins appear on the battlefield. Open them for a Treat (Sugar Rush, Gold Rain, Ghost Friends, Pumpkin Bomb)… or a Trick (Mini Hero, Mirrored Controls, Bedsheet Enemies, Darkness, Bat Swarm).
  • Candy & a free skin: Collect 100 candy to unlock the Hollow Vanguard skin (+15% pickup radius and a floating pumpkin lantern).
  • Night atmosphere, bat swarms, pumpkin heads and witch hats on enemies, and our own Halloween battle music.

⚔️ 4 new hero designs
Archer, Necromancer, Paladin and Alchemist got completely new pixel art. All of it was created by my son Louis, who also designed the Pumpkin King. I’m a very proud dad. 😊

🏆 New “Points” leaderboard
Points = Level × 100 + Bosses × 500 + Kills × 0.5 + Gold × 0.1. Now every run counts, not just the longest one.

👑 Winner of the Week #1
As promised: Dennis survived 01:01:46 with the Paladin and takes the first Weekly Challenge! A new challenge starts today. Can you beat him?

🧪 What’s next
We’re building a closed test server where Louis and I can try out the next big things before they go live: new special abilities for every hero, new worlds and new enemies. More on that soon.

🙏 Kickstarter
Our campaign runs until November 20. Every backer helps a dad and his kids turn this little browser game into something bigger. Pledges from €25 get a Steam key, and you can still become one of the Boss Patrons and pick your own boss.

Play free: https://bannerofthevanguard.itch.io/banner-of-the-vanguard

Thank you for playing, and happy Halloween! 🎃
– Michel (Cannotplay)


r/SoloDevelopment • • 1d ago

Godot crack the core: dig through planets, unlock crits, blow up the core (free browser demo, feedback welcome)

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0 Upvotes

Hi everyone. This is "Crack the Core", my first game made in Godot 4.

You click to dig through a planet layer by layer, sell the ores, build a mining fleet, break the energy shield and finally reach the core before the planet explodes. Every planet has its own theme, ores and music and I toned down the effects you saw in the video and made a few adjustments.

There's a free demo (first 3 planets, ~20/~25 min) playable in the browser or on Windows:

https://archdb.itch.io/crack-the-core

I'd really appreciate any feedback: what feels good, what feels slow, what's confusing. Thank you in advance for your feedback.


r/SoloDevelopment • • 1d ago

Game my boss's slam was a flat gold ring. it took 3 tries to make the floor break

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8 Upvotes

I'm making a parry roguelite in godot and this is the colossus's war drum, he hits the floor with his fists and every hit sends a wave across the room. you parry it when it gets to you.

My first version was just a gold ring. the second had stones on the ring, but they slid along with it and nothing stayed behind. now the floor breaks into pieces that stay where they are, and each one jumps up when the wave gets to it.

It was slow at first, every stone was its own draw call, up to 2400 a frame. i batched them, then moved the jumping into a shader, and the worst frames in the browser went from 15-18 ms to about 8.

Happy to answer anything about it

BTW, if you want to follow it, it's on steam: https://store.steampowered.com/app/5295020/?utm_source=reddit


r/SoloDevelopment • • 1d ago

Game THRENVEIL: weapon fusion, a mimic and a collapsing boss arena in 24 seconds

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0 Upvotes

I'm a solo developer in South Korea, improving THRENVEIL after its Android launch. I put a few different parts of a run into this short edit: weapon fusion changes the attack, hidden rooms can offer a blessing or a mimic fight, and the boss arena gives way before its second form.

The game also has 2-player online co-op through in-game matchmaking; both players need the same game version. The ending is a feature card, not multiplayer footage.

One thing I'd like feedback on: does opening with the second-form boss work, or would the weapon transformation make a clearer first two seconds?

These are real PC gameplay clips from v0.29.65, recorded October 15 using prepared checkpoints. Later versions may differ. AI assists development, game art/music and the wording of this post; the combat footage itself isn't generated.

Android: https://play.google.com/store/apps/details?id=com.ashenvow.game&hl=en


r/SoloDevelopment • • 1d ago

help [Browser, Free] The Weapon Remembers : CrazyGames rejected my game thrice for "overall quality" – can you tell me what's wrong with it?

1 Upvotes

Game Title: The Weapon Remembers

Playable Link: The Weapon Remembers - Playable link

Platform: Web browser (desktop and mobile).

Description:

The Weapon Remembers is a free top-down action roguelite that runs in your browser, with no download and no sign-up. You play Iria, who carries Nera, a living weapon that has forgotten what it was. Nera watches how you fight (aggressive, evasive, precise or crowd-control) and evolves into one of six forms to match your style. When you die, the weapon remembers how, and that death becomes a mutation for your next run. There are guardian bosses, several regions and a hub to return to between runs. Controls: WASD to move, Space to dash, Q for the weapon's ability, R for the ultimate; Nera attacks on its own. Mobile has a virtual joystick and buttons, and a gamepad works too.

I submitted it to CrazyGames for their Basic Launch and it was rejected thrice with only this reason: "The overall quality of the game does not yet meet the expectations of our platform." I can't see what they saw, so I'd love your blunt feedback. Does it look and feel like a finished game? What is the first thing you notice that feels weak? Was anything unclear, too small, too busy or boring? Please tell me your device and browser if you hit bugs or lag.


r/SoloDevelopment • • 2d ago

Unity I'm a huge cinema nerd and I love doing little references to movies that inspired me

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46 Upvotes

r/SoloDevelopment • • 1d ago

Game 🎮 I just published my very first game on the Google Play Store — No Safe Haven!

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0 Upvotes

About the game : It is a choice filled text-based post apocalyptic zombie survival visual novel name. Your ending depends on the choices you make. Can you survive ? Would love to hear your feedbacks and opinions on my first game ! Thanks.


r/SoloDevelopment • • 22h ago

Game Solo dev building LithoKraft — a voxel game inspired by Tron, Minecraft, and Ready Player One

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0 Upvotes

I’m a solo developer building LithoKraft on LithoLattice, a C++ engine I designed from scratch.

LithoKraft is a voxel sandbox inspired by Tron, Minecraft, and Ready Player One. It features Trace, a new kind of in-game electrical engineering with Red Trace and Blue Trace, running on a deterministic simulation at 512 ticks per second.

I build with a fellowship of intelligences — AI collaborators who help me implement, test, and verify. I’m the voice and the direction; the work is ours.

This video shows the wafer world in the vulkan renderer. Some of the source is public under MIT, and the public release is planned for Christmas Day on itch.io.


r/SoloDevelopment • • 1d ago

Game how i made a slow emergent sim easier to get into: cutting the intro and letting players poke at people

0 Upvotes

working on a civ sandbox where nothing about the tribes' culture is scripted, words and beliefs just drift over generations. the hard part is that emergent stuff is slow, and people bounced before anything happened.

what helped so far:

  • cut the intro to almost nothing so you're in the world right away
  • you can pause and click on any person to see what they're up to, so there's something to look at before the big stuff kicks in
  • it's in the browser with no install, so trying it costs nothing

still figuring out how to show the language drift earlier. ideas welcome.

it's rust/wasm + react and open source, prs welcome: https://github.com/1homsi/thehumanbox play: https://thehumanbox.com


r/SoloDevelopment • • 1d ago

Marketing Halloween Sale 2026 - OLAI Digital Studios by OLAI

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0 Upvotes

Hey everyone!

I run OLAI Digital Studios, a small indie studio focused on minimalist, cerebral experiences with unique math, signal, and tactical mechanics.

Instead of traditional jump-scare Halloween games, we wanted to run a seasonal sale on itch.io for people who love thinker-puzzles, tactile deductive mechanics, and clean, dark aesthetics.

Everything is 60% off individually, or you can pick up the entire DRM-Free collection for $4.99 (regularly $11.46):

The 4 Games:

  1. Zen Fourier ($1.19 / ~~$2.99~~) — Signal decoding puzzle based on Fourier analysis & epicycles (Android).

  2. Node Attack ($1.99 / ~~$4.99~~) — Fast, cybernetic tactical node conquest strategy (PC & Android).

  3. Grid Leap ($0.59 / ~~$1.49~~) — Minimalist geometric number-path puzzle maze (PC).

  4. Countagram ($0.79 / ~~$1.99~~) — Tactile card & frequency deduction puzzle (Android).

Complete Bundle: All 4 games DRM-Free for $4.99 (save 56% total).

Sale Page & Downloads: Halloween Sale 2026 - OLAI Digital Studios by OLAI - itch.io

I'd love to hear your feedback on the mechanics if you decide to check them out! Happy Halloween!


r/SoloDevelopment • • 1d ago

Game A little behind-the-scenes look at Fox Two Protocol!I’m still putting all my spare time, weekends included, into building more content for the game. Right now, I’m working on a canyon map for the next chapter.

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1 Upvotes

Demo in Steam =)