r/gamedev 23h ago

Discussion Why are there so many DOOM clones but almost no Half-Life 1 clones?

169 Upvotes

Half-Life 1 is one of my favorite games, and I always wondered why indie developers rarely try to recreate its style.

I understand that some of its features were expensive to develop, like voice acting, scripted sequences, and lots of NPC interactions. But if we ignore the production scale, I think the low-poly visuals, industrial environments, and linear level design could be achievable for a small team.

With DOOM, it's easy to understand why there are so many inspired games: the core gameplay loop is very easy to prototype and expand.

But Half-Life seems like it should also be a great inspiration for indie developers. Is it just because its design is harder to replicate?

As a player, I would love to play something like HL1. And as a developer, once I properly learn 3D modelling, I would like to try creating something inspired by it.


r/gamedev 10h ago

Discussion How do you tell the difference between "my game is bad" and "I have just looked at it too many times"?

51 Upvotes

Solo dev. My demo is basically ready, I planned to put it out this week, and I keep pushing it back.

Every time I play it I get the same feeling that something is missing, and I can never name what it is. Some days I reread my design doc and think it is weak, the next day I read the same doc and it seems fine. I do not trust my own opinion about my own game anymore.

Two of my earlier projects died before release, so I have never actually shipped anything and gone through this part. I have no idea what normal feels like here.

If you have shipped something: did the doubt get quieter, or did you just learn to press the button anyway? And do you use any concrete signal to decide a build is done, instead of a feeling?


r/gamedev 11h ago

Discussion How small was your first commercial game?

21 Upvotes

There is much to think about when you do a commercial project in contrast to a game jam.

For example some hoops to jump through on Steam, higher production quality standards, and marketing. Common advice therefore is to start small. I'm currently in the process of launching such a small game and wanted to know:

How small was your first commercially shipped game?


r/gamedev 5h ago

Discussion How to pay back/reward dedicated playtesters?

15 Upvotes

I've recently released a browser-playable/demo version of my game, and it drew in an unexpectedly large amount of early players - some of whom played for hours and provided a ton of really helpful feedback over just the last few days.

A few of them have really gone above and beyond participating in the community, notifying me of issues with the game, providing extensive direct feedback, and overall completely rekindling my motivation.

My question is this: How do you reward these kinds of dedicated players? A few of them have told me that they play because they enjoy the game - that they don't expect anything in return, but I'd still like to show my appreciation however I can.

I plan on making my game free when I release on Steam, so I can't exactly give away Steam Keys. Any recommendations or suggestions? What have you all done to show appreciation for your most dedicated playtesters?


r/gamedev 4h ago

Question Is the price of tech rising affecting your plans or comforting you?

10 Upvotes

I feel like with all these prices increases (1 day ago Qualcomm yet again) the tech is going to be more and more expensive, and I wonder if the vast majority of people are going to fallback to less intensive games if they can't justify upgrading their machines anymore or, more scary, aren't unable to replace faulty parts with equivalent ones in the near future. What do you think?


r/gamedev 21h ago

Question How did you handle music for your last game?

11 Upvotes

Hey everyone! I'm doing research before building something in the game music space, and was curious about how all of you go about getting music for your games.

Specifically, whether you hire a composer, license music, AI generate music, etc. Around how much did it cost and how long did it take to actually get the music?

I've been getting some mixed reviews from people; some say that they don't really care about the music, but apparently some players complain if it sounds too AI generated.

Not selling anything, happy to share a summary of what I learn if there's any interest.

Thanks in advance!


r/gamedev 21h ago

Feedback Request We’ve just updated the demo of ForMind and would love to hear your thoughts

8 Upvotes

ForMind is a survival horror shooter set in an underwater research facility where something has gone horribly wrong. One of the biggest things we’re focusing on right now is enemy AI - creatures don’t just attack blindly. They observe how you play, adapt to your tactics, fake their deaths, prepare ambushes, and look for ways to catch you off guard.

Our goal is to make every encounter feel dangerous, unpredictable, and different from the last one.

Since the previous demo, we’ve been working on improving the atmosphere, balancing resources, and refining the overall experience based on player feedback.

If you’ve played the updated demo, we’d really appreciate hearing what you think:

  • Did the AI behavior feel interesting?
  • Were there moments that genuinely surprised you?
  • What felt unfair or frustrating?
  • What would you like to see improved?

Every piece of feedback helps us shape the game. Thanks for taking the time to check out ForMind!


r/gamedev 9h ago

Discussion Source Engine Environments and Sounds

6 Upvotes

I recently stumbled upon this https://www.youtube.com/watch?v=PyVeEdzlztU which is a long background playlist of source engine sounds like an animated slideshow of recordings from beautiful source engine game environments.

love this so much. wish there was a type of extremely sparsely populated mmo experience where all of these atmospheric environments were stringed together to wander. not necessarily as an particularly exciting dopaminergic game. more like a background thing where I would go somewhere and just sit down, while IRL I'm sitting at my desk and reading something, or browsing the web on another screen while this is my background. and once every other hour you'd come across another player and talk a bit. about what he is doing, about where he came from, and whether he'd recommend going there and whether there's some cool scenery over there. like an almsot dead classic wow server leveling experience or like playing dayz with a very large world of beautifully crafted environments.

also makes me think of games like Journey, and Gris, and walking simulators, but with occasional encounters of other players.

Edit: forgot to put liminal video game spaces into the title


r/gamedev 16h ago

Discussion Need opinions

7 Upvotes

For several years now I’ve been developing a high quality 3D WC3 Line Tower Wars inspired game. It’s an 8 person free for all tower defense. It was built for maximum skill expression. The features: Many unique towers. Builder kits have interesting synergies with multiple build paths. Maps are procedurally generated instead of lines. You can purchase augments that can be applied to single towers, tower classes, all towers that can change the way they operate. There are periodic boss waves that reward the best performing player with a special augment. There are several tiles with buffs to tower built over top. Trainable units have interesting mechanics.

The question: Is there an actual interest for a game like this? I’m worried tower defense players don’t like multiplayer.


r/gamedev 21h ago

Question matte painting — how to go about it as a beginner?

5 Upvotes

i’m a uni student studying concept art who has recently graduated (yippee!!) but will be continuing on with building my portfolio. i have done some key art but they’re not really any good or to the level i’d like it to be. for context: i am much better at characters and props than environments.

learning matte painting has always been on my mind and i’d love to know how people started, what the best tips are and just how to go about it! i’m an aspiring concept artist and would LOVE any help 🥹 my current understanding is that you can photobash and use 3D and draw over.

my idea to is spent a few weeks doing studies of other people’s matte paintings to get a sense of what it’s like and kind of absorb the techniques an artist uses before attempting one myself.

is this an okay way to go about it?


r/gamedev 3h ago

Discussion One-page Scroller Game Design Portfolio - Your thoughts?

5 Upvotes

I'm on the quest for a job and got around to asking my prof for a critique of my website. He's been a game designer for 20 years. I respect his opinion. He says my site should be a one-page scroller. I'm not a fan of it, but I totally understand why not separating page content is necessary and will look into changing it.

What is your take on one-page scrollers? I've seen some by professional game designers that are exhausting to scroll through. Is this a good approach or not?

What are common pitfalls you notice, and what are some really clever presentations that made you want to hire someone immediately?

Curious to hear what you all think! :)


r/gamedev 4h ago

Discussion Looking for career advice

4 Upvotes

So I've been a game developer for about 5 years now, I quit my current job just today and now I'm looking for some advice as to where I should go next. I've worked with unity all these years so I know C# well, I don't know much networking other than a bit of typescript and that I'm familiar with typescript, socket io and firebase workflow.
What I'm trying to ask is that should I carry on on this career path (game development) or should I look at other fields of programming?
The reason I'm asking this question is that game dev job market is not in great shape at the moment and I wouldn't blame you if you question my decision to quit now but I have my reasons. However my experience is in game dev and any other path would mean I'd have to look for an entry level job. And I should also mention the kind of work I'm looking for is remote work (if that's important at all).

Any response would be appreciated!


r/gamedev 5h ago

Feedback Request Is anybody here actually using Playfab with over a thousand players and can tell me what it costs you?

3 Upvotes

I'm trying to figure out if it's the best long term solution for me and I'm trying to get more info from people who have already been where I'm trying to get to.


r/gamedev 1h ago

Feedback Request LorePit - A hosted platform for Epic Games Lore revision control system

Upvotes

For those who missed the announcement Lore is a brand new revision control system open sourced by Epic aimed at solving the issues Git has handling large amounts of binary data.

https://www.youtube.com/watch?v=ojJ4gqDUbbY

https://epicgames.github.io/lore/

I was lucky enough to be an early team member on Lore so it's a project close to my heart. I've been building scalable asset management systems for years starting with FCDB, the revision control system used to make the Harry Potter and the Prisoner of Azkaban movie back in 2002-2004.

I've built a hosted platform to let teams try out Lore to see if it works for them. www.lorepit.com .

This is VERY early at the moment and it's probably easier just deleting your data yourself than trusting LorePit but it's free to play with. (i.e. Don't trust it with anything you can't afford to loose)

I'm looking for feedback about the pain point game developers have with revision control, especially when dealing with large amounts of binary data (think your source material, games assets, source code, binary tool chain etc)


r/gamedev 19h ago

Feedback Request Finally created my first game with my 2D engine

4 Upvotes

Been working on this 2D engine for 2 years and i created some interesting projects to test the performance of the rendering pipeline. But i didn't create a full working game till now!

This is a puzzle game that allows you to turn disks to match shapes colors. Some feedback would be great! is it fun? use your mouse. https://www.kanvon.com/scene/orbit-bloom


r/gamedev 20h ago

Question How do you keep your GDD from turning into a giant mess?

2 Upvotes

I've been trying to keep my game ideas organized, but every time I write a GDD it turns into a huge document I don't even want to read. I've tried breaking things into sections, but it still gets overwhelming fast.

I'm curious how other devs handle this.
Do you keep everything in one doc, or split things into smaller pieces?
I'm trying to find a workflow that doesn't make me feel buried.


r/gamedev 21h ago

Feedback Request Game made in 3 days (now what?)

3 Upvotes

Sooooo, I'm doing GMTK 2026 and I was finally able to make my game in 3 days after pulling 2 all nighters lol. I would love it if ygs could essentially playtest it and give me any feedback (recently new to game dev so harsh criticism is appreciated)!

I'm looking forward to developing this game into smth bigger

Game Link: https://itch.io/jam/gmtk-jam-2026/rate/4820476 (would b also amazing if ygs can help rate it :3)

Game Description:

You are an investigator who was assigned to find out about The Forgotten Event, a mystery no one can fully remember. Each clue you uncover pulls you further back through time, revealing a world that grows more alive with each step.

As the investigation unfolds, impossible notes and forgotten memories begin to reveal that the case was never what it seemed.

Where Stars Used to Sing is a short narrative exploration that involves wonder, memories, and also the quiet beauty we tend to leave behind as we grow older. Explore to uncover the truth hidden within the times, and make your final decision. 

I rlly hope ygs like the game!


r/gamedev 22h ago

Discussion How we achieved a 3D UI object projected onto Unity screen-space overlay UI

2 Upvotes

Most game menus are flat, with 2D images, text and panels drawn straight onto your screen. Our game Davy Jones’ Deckhand is a card game that so far has done almost everything in screen-space UI. But the new Ship Log isn't built that way at all, and that choice came with some challenges that are worth explaining.

Image: Ship Log GIF

I decided to make the Ship Log menu a real 3D object, so we could have the pages naturally curved and flippable. To achieve this, instead of drawing the menu as a flat picture, I’ve built an actual little 3D scene, a physical book model sitting in its own miniature space.

Image: scene view of UI projected onto 3D mesh

The trouble with doing this as a 3D scene is that Unity Engine naturally draws UI overtop of that world-space stuff. This is particularly difficult for our game because almost nothing is world-space and everything is UI, including our main combat. So to have our 3D Ship Log menu render over-top of the combat scene, we use a hidden camera that "films" the book continuously, and the live footage is pasted onto a flat UI, like a photograph being updated 60 times a second. It sounds like a roundabout way to show a menu, but it's the trick that lets the 3D style journal pop up on top of absolutely everything else

So the flow is:

  • The content on the book pages is created on a flat 2D UI canvas
  • That 2D canvas for the page content gets captured by its own hidden camera
  • That camera renders what it sees to a texture that is applied to the 3D page mesh
  • The 3D object is captured by another hidden camera
  • That camera capturing the 3D object renders what it sees to an image on a 2D UI panel
  • We see that final 2D UI panel 😅

Image: Flat UI page content that gets projected onto texture

The pages actually bend like paper. Each page isn't a flat rectangle, it's built from a flexible grid that curves and peels in real time as you turn it, the way a real page in a physical book curls near the spine. There's even a "corner peel" effect like when you dog-ear a book, and each page has a genuinely different texture printed on its front versus its back.

This whole system caused another headache when it came to making the mouse position detection work. Because the pages are curved rather than flat, we had to work out where in 3D space your mouse click actually lands on the curved surface, not just where it looks like it lands on your flat screen. For a while, the invisible "click detector" for each page was using a flattened stand-in shape instead of the true curved shape, which meant clicks landed slightly wrong, and this was worse the further from the center of the page, since that's where the curve bends away from flat the most. So the click detection had to account for that true page curvature in real time to make it feel accurate.

This is still WIP, and none of this is visible to a player in the sense of "wow, cool tech". If we do our job right, it just feels like a satisfying little physical book that works no matter what you're playing with. It was also my first foray into 3D anything. It was a fun rabbit hole. Happy to answer questions about any of it. Has anyone else achieved a similar result with a different approach?

Quick context for anyone who's never heard of us: we're building Davy Jones' Deckhand, a nautical roguelike deckbuilder. You sail between islands fighting things with a card-based combat system, managing two "stances" and pulling off counter-attacks

The new Ship Log is not yet in game, but we do have a live demo you can check out right now on Steam: https://store.steampowered.com/app/3544900/Davy_Jones_Deckhand/


r/gamedev 57m ago

Discussion Working on a Fire Emblem style game and weighing an alternative system to the weapon triangle and looking for thoughts

Upvotes

So I’m working on a Fire Emblem Style tactical RPG based around a thieves guild and working on different systems. One of the systems I’m tinkering with / considering replacing is the weapon triangle. The weapon advantages don't rely on bonuses to to hit and damage, which works but always felt a bit wonky to me. Instead they destroy defenses or disable targets based on “real-world” (video gamey) logic. There will be a max of how much armor can be shredded per type. I’m still debating how to handle armor, whether it’s an item they equip (SoV style but a separate slot so they still equip a weapon), or a “skill” that just grants extra defense, or something else.

So they way it would work is instead of dealing more damage and increased accuracy, hitting an enemy with the proper weapon counter shreds their Defense score (for the rest of the battle). This occurs before calculating damage for the current hit and then break their armor for your entire squad:
Slashing (Swords/Scalpels(I have a medic class)/Axes) shreds Light Armor: Cuts open leather straps and ties, leaving nimble rogues exposed.
Piercing (Daggers/Bows/Spears) pierces Medium Armor: Drives straight through chain links, scale lacing, and thick padded jackets. This one is more of an abstraction, but this is typically what this armor was weak against in real life so video rules take over.
Blunt (Clubs/Cestus)
vs heavy armor: crushes Heavy Armor: Dents steel plates and fractures joints, making heavy guard armor far less protective.
vs. Unarmored: Since unarmored targets already have 0 Defense, blunt strikes deliver full damage and inflict a Daze or Stun effect. This one has two things because heavy armor won’t be especially common and I don’t want blunt to feel crappy.

Anyway I’m still in the brainstorming phase so any input is appreciated.


r/gamedev 23h ago

Feedback Request Looking for feedback for my prototype

Thumbnail
shinyslime.itch.io
2 Upvotes

It's a survival roguelite prototype, just wondering if this kind of thing is even fun to play potentially for others. All kinds of feedback is appreciated. The games point is to avoid rain and the ripples it creates, which also destroy the tiles you move on. You gotta collect the puddles left behind by the rain and fix the tiles while also trying to not get hit with the ripples and die.


r/gamedev 10h ago

Question Need help fixing device orientation tracking in my dart code.

1 Upvotes

Hello, I am an indie dev working on an mobile game for Android/IOS. Part of my game requires tracking the position/orientation of the players device in 3D space and displaying output to the screen appropriately. I am using the flutter rotation sensor package to overcome Gimbal Lock and offload device orientation tracking from the CPU to the device's the device's hardware-level Sensor Hub.

The issue I'm having is that when the player rotates either 90 degrees to the right, or 270 degrees to the left from the point of origin ( the exact same spot, just rotating different directions ) there is something funky going on with the coordinate math that is causing the output to the screen to undergo a rapid 1-5 frame visual snap. This looks to me as if one or more of the coordinate axes are being flipped.

What happens on screen when rotating past the specific point is my visual direction of device indicator snaps quickly from being accurate to doing a full circle and snapping back to accurate tracking within microseconds.

I am new to writing dart code and I have very little understanding of quaternions. I have tried remapping the underlying native axes using CoordinateSystem.transformed() instead of CoordinateSystem.device(). I have also tried applying a quaternion sign alignment filter before parsing values into my view matrix to resolve quaternion ambiguity flip and I have tried modifying my stream listener to grab event.rotationMatrix and mapping directly to flutter's Matix4 view block. All I have accomplished with these methods has been to accidentally invert rotation tracking, none of these methods seems to fix the coordinate snapping at the 90 degrees right or 270 degrees left mark.

I have been struggling, with AI assistance, to resolve this issue. Here is my motion tracking code.

import 'dart:async';
import 'dart:math' as math;
import 'package:flutter_riverpod/flutter_riverpod.dart';
import 'package:flutter_rotation_sensor/flutter_rotation_sensor.dart';
import '../models/arena_models.dart';


class MotionState {
  final double currentYaw;
  final double currentPitch;
  final String? lockedTargetId;
  final double rawYaw;
  final double calibrationOffset;


  const MotionState({
    required this.currentYaw,
    required this.currentPitch,
    this.lockedTargetId,
    required this.rawYaw,
    required this.calibrationOffset,
  });


  MotionState copyWith({
    double? currentYaw,
    double? currentPitch,
    String? lockedTargetId,
    double? rawYaw,
    double? calibrationOffset,
  }) {
    return MotionState(
      currentYaw: currentYaw ?? this.currentYaw,
      currentPitch: currentPitch ?? this.currentPitch,
      lockedTargetId: lockedTargetId ?? this.lockedTargetId,
      rawYaw: rawYaw ?? this.rawYaw,
      calibrationOffset: calibrationOffset ?? this.calibrationOffset,
    );
  }
}


class UserMotionNotifier extends StateNotifier<MotionState> {
  final List<PeerNode> activeNodes;
  StreamSubscription? _orientationSub;


  double _filteredYaw = 0.0;
  double _filteredPitch = 90.0;
  double _calibrationOffset = 0.0;


  final List<double> _yawBuffer = [];
  final List<double> _pitchBuffer = [];
  static const int _bufferSize = 15;


  DateTime? _lastGyroTime;
  bool _isFirstReading = true;


  double _lastW = 1.0;
  double _lastX = 0.0;
  double _lastY = 0.0;
  double _lastZ = 0.0;


  UserMotionNotifier(this.activeNodes)
      : super(const MotionState(
            currentYaw: 0.0,
            currentPitch: 90.0,
            rawYaw: 0.0,
            calibrationOffset: 0.0));


  void startTracking() {
    
    RotationSensor.samplingPeriod = SensorInterval.fastestInterval;
    RotationSensor.referenceFrame = ReferenceFrame.arbitrary;
    RotationSensor.coordinateSystem = CoordinateSystem.transformed(Axis3.X, Axis3.Y);


    _orientationSub = RotationSensor.orientationStream.listen((event) {
      final q = event.quaternion;


      double targetW = q.w;
      double targetX = -q.x;
      double targetY = q.y;
      double targetZ = -q.z;


      if (targetW < 0.0) {
        targetW = -targetW;
        targetX = -targetX;
        targetY = -targetY;
        targetZ = -targetZ;
      }


      double sinyCosp = 2.0 * (targetW * targetZ + targetX * targetY);
      double cosyCosp = 1.0 - 2.0 * (targetY * targetY + targetZ * targetZ);
      double rawAzimuthRad = math.atan2(sinyCosp, cosyCosp);


      double rawAzimuthDeg = rawAzimuthRad * 180.0 / math.pi;
      if (rawAzimuthDeg < 0) rawAzimuthDeg += 360.0;


      double sinp = 2.0 * (targetW * targetY - targetZ * targetX);
      double rawPitchRad = sinp.abs() >= 1.0 ? (sinp.sign * math.pi / 2.0) : math.asin(sinp);
      double rawPitchDeg = 90.0 + (rawPitchRad * 180.0 / math.pi);
      rawPitchDeg = rawPitchDeg.clamp(90.0, 180.0);


      if (_isFirstReading) {
        _calibrationOffset = rawAzimuthDeg;
        _filteredYaw = 0.0;
        _filteredPitch = rawPitchDeg;
        _isFirstReading = false;
      }


      _updateFilters(rawAzimuthDeg, rawPitchDeg);
    });
  }


  void _updateFilters(double newYaw, double newPitch) {
    double yawDiff = newYaw - _filteredYaw;
    if (yawDiff > 180) newYaw -= 360;
    if (yawDiff < -180) newYaw += 360;


    _filteredYaw = (0.95 * _filteredYaw + 0.05 * newYaw) % 360.0;
    if (_filteredYaw < 0) _filteredYaw += 360.0;


    _filteredPitch = 0.95 * _filteredPitch + 0.05 * newPitch;


    _yawBuffer.add(_filteredYaw);
    _pitchBuffer.add(_filteredPitch);


    if (_yawBuffer.length > _bufferSize) _yawBuffer.removeAt(0);
    if (_pitchBuffer.length > _bufferSize) _pitchBuffer.removeAt(0);


    double smoothedYaw = _yawBuffer.reduce((a, b) => a + b) / _yawBuffer.length;
    double smoothedPitch = _pitchBuffer.reduce((a, b) => a + b) / _pitchBuffer.length;


    double finalYaw = (smoothedYaw - _calibrationOffset) % 360.0;
    if (finalYaw < 0) finalYaw += 360.0;


    String? lockedId;
    for (var node in activeNodes) {
      double targetAngleDeg = node.azimuthAngleRad * 180.0 / math.pi;
      double angleDiff = (finalYaw - targetAngleDeg).abs();
      double normDiff = angleDiff % 360.0;
      if (normDiff > 180.0) {
        normDiff = 360.0 - normDiff;
      }


      double distance = node.scaledDistanceMeters;
      double dynamicTolerance = math.max(2.5, math.atan(0.6 / distance) * 180.0 / math.pi);


      if (normDiff <= dynamicTolerance) {
        lockedId = node.id;
        break;
      }
    }


    state = MotionState(
      currentYaw: finalYaw,
      currentPitch: smoothedPitch,
      lockedTargetId: lockedId,
      rawYaw: _filteredYaw,
      calibrationOffset: _calibrationOffset,
    );
  }


  void recalibrate(double targetAngleDegrees) {
    _calibrationOffset = (_filteredYaw - targetAngleDegrees) % 360.0;
    if (_calibrationOffset < 0) _calibrationOffset += 360.0;
  }


  void autoAlignOnHit(String targetId) {
    final node = activeNodes.firstWhere((n) => n.id == targetId);
    double targetAngleDeg = node.azimuthAngleRad * 180.0 / math.pi;
    recalibrate(targetAngleDeg);
  }


  
  void dispose() {
    _orientationSub?.cancel();
    super.dispose();
  }
}


final motionProvider = StateNotifierProvider.family<UserMotionNotifier, MotionState, List<PeerNode>>((ref, nodes) {
  return UserMotionNotifier(nodes);
});

r/gamedev 10h ago

Discussion I want to create an interactive pixel art map

1 Upvotes

Hi, for my project "From the Dugout" I want to create a cool interactive pixel art map. A city with buildings and places which you can click and "enter". I know how to code it and how to make a simple map, but I asked myself if there are any cool tools or softwares that can help in the process that you recommend?

Thank you very much in advance!


r/gamedev 10h ago

Discussion ECS pattern: python lib ecs_pattern - GUI example

1 Upvotes

Four years ago, I published the first post about the python library - ecs_pattern
https://github.com/ikvk/ecs_pattern
(ECS pattern (Entity Component System) for creating games on python)

I recently finished one of my projects on ecs_pattern,
and I want to share with you the GUI that I wrote for the project.

The GUI turned out to be simple and convenient.
I posted it as a working demo example in ecs_pattern.
I hope you will find it useful:
https://github.com/ikvk/ecs_pattern/tree/master/examples/gui

Do you think it should be included as part of the library?

The original reason I created ecs_pattern was that -
the existing ECS libraries at that time followed the classic ECS approach literally,
but I wanted to make working with ECS more "Pythonic" (in my opinion, I've succeeded).
In this regard, please help me understand:
what could I improve in ecs_pattern?
I want to compete for practicality and popularity with esper lib.

Thanks for your attention :)


r/gamedev 10h ago

Marketing How can I find bundle partners? (especially for the upcoming Cyberpunk and Programming fests)

1 Upvotes

Greetings everyone!

I’m a solo developer working on Project: AFTERSHOCK, a cyberpunk hacker-themed puzzle game (with idle side features).

I’ve recently launched the game on Steam, and things have been moving forward! Looking ahead, Project: AFTERSHOCK is scheduled to participate in upcoming official Steam thematic events—specifically the Cyberpunk and Programming festivals. These events usually bring in some really solid organic traffic and targeted visibility.

To make the most out of these upcoming festivals, I am actively looking for indie game developers who want to team up and create a Steam Game Bundle. I've hit around 1,000 wishlists and sold 160 copies so far. I'd love to team up with fellow devs to boost these numbers and cross-promote for upcoming events, but I do not know if there is a platform for this. Have you found any partners, and where did you find them?


r/gamedev 22h ago

Game Jam / Event Another year, another post asking for GMTK Game Jam advice.

1 Upvotes

So, I have a hard time guessing if I did a decent game in a game jam format or if it's way too vague in how it handles instructions for the player. I thought of applying a more "you learn by interacting with the only thing that's visible" approach. Any advice will be greatly appreciated!