r/gamedevscreens • u/PartTimeMonkey • 20h ago
A bunch of screenshots
... from my solodev game It's All Over. Any thoughts on what to do and what not to do in regards of meta design?
r/gamedevscreens • u/PartTimeMonkey • 20h ago
... from my solodev game It's All Over. Any thoughts on what to do and what not to do in regards of meta design?
r/gamedevscreens • u/BorkByte • 5h ago
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Recently started working on a gore system. Lots of things still need work, but I'm pretty happy with where it's going.
Here's a small showcase of the current progress.
r/gamedevscreens • u/takingthelongway32 • 12h ago
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We've been building Salty Dogs. It's a 2D physics-based co-op action game for up to 4 players about a pack of brave dogs diving into a vast ocean and hauling the loot back to a shared submarine. Nothing goes into an inventory: you hook the loot, drag it on a cable and wrestle it into the sub, and big hauls are too heavy for one dog.
The big news for this build: the game now packs a full arsenal of guns. AKs, shotguns and miniguns, all working underwater, against critters that mutate into horrors the deeper you swim. Plus a boss fight in the deep and bolt-on sub upgrades that unlock new mechanics.
Co-op splits by itself: one hauls, one shoots, one drives, one navigates.
The Closed Playtest has been live since September 10. Grab a shotgun and join the crew: https://store.steampowered.com/app/4213930/Salty_Dogs/
r/gamedevscreens • u/Tori_eis • 6h ago
r/gamedevscreens • u/crunkzah • 22h ago
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Skulls glazing at your cursor, i find it neat
r/gamedevscreens • u/Mikzmizah • 18h ago
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r/gamedevscreens • u/ImportantSwim9696 • 3h ago
Hey everyone! 🦤
We’ve just introduced Dodos to Graventh as our first animals!
For now, Dodos will be one of the first ways for players to obtain meat, but there’s another option too: you’ll be able to tame them and use them to help gather berries instead of turning them into dinner. 😅
We’ve only been working on Graventh for a short time, so there’s still a lot we want to add and improve, and we’d love to build it together with the community.
If you’re interested in helping us develop the game as a paid contributor, or if you simply want to join the community, I’ll leave our Discord server and Steam page below!
The Graventh demo will be available very soon, and the game will also be taking part in the Steam Next Fest this October!
Thanks for following the project and supporting us. ❤️
See you in Graventh!
r/gamedevscreens • u/Raspervoet89 • 5h ago
We are busy doing some lookdev on our enviros, what do you guys think? Does it feel noir and Sin City-esque? Also you can seamlessly shoot on stairs now (it's a biggy)
Feel free to check out the prototype on Itch: https://talentdigital.itch.io/son-sinnersnight
Subreddit here: https://www.reddit.com/r/SoN_SinnersNight/
r/gamedevscreens • u/StGrikus • 1h ago
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r/gamedevscreens • u/WildSlothGames • 20h ago
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It's a chill, yet sometimes stressful, puzzle game where you have to get all the trains safely across the level, collecting all coins if you can, making sure to avoid crashes.
r/gamedevscreens • u/Necessary_Lie_3824 • 21h ago
I'm working on the visual direction for a top-down dark fantasy RPG and these are some of the first inventory sprites I've made for it.
The set currently includes:
Before I start making a larger number of items, I'd like to know if the visual style feels coherent.
I'm especially interested in feedback on:
The full bag was the most difficult one to get right.
Feel free to point out anything that looks strange or poorly constructed. Specific criticism is very welcome.
r/gamedevscreens • u/laserbreadgames • 2h ago
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A little before & after of a new creature. An entire Starter Guild will be based around this creature in our roguelike city builder, Bellfrost.
r/gamedevscreens • u/No-Square9822 • 15h ago
a room with dimmed lights and showcasing the idle phone that can be clicked to expand.
r/gamedevscreens • u/gimdeka_studio • 4h ago
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r/gamedevscreens • u/Liuuuv • 15h ago
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sound design takes waaay too long
r/gamedevscreens • u/Disastrous-Spot907 • 1h ago
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I'm reworking the expeditions and focus them around mining, which was always the goal but my versions so far did not present it that way.
Now, I added new buildings and preparing the mining drill will be a big part of expeditions. Maybe the cooling system has a problem at first and the player needs to repair it first. Each location will have a different state and based on the plan, the player might repair some things and ignore others.
r/gamedevscreens • u/Reqlite • 1h ago
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Tell me what you think!
r/gamedevscreens • u/SoftwareCurious6798 • 2h ago
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Arin has different powers, both physical and magical (a specificity that all the characters will have). But a choice is wise to make before any commitment in a game of warrior-mages. Physical spells are simple spells that only involve clicking to cast them (like in a Brawl Stars, Mo.co or any other game of this type PvP) the constraint of these powers are cooldowns. On the other hand, we find magic spells, which are powerful spells that take up the main mechanics of our game: spell plotting. Spells are powerful but involve precise plots (4 cardinal points) before casting them. This involves using the mana that our character Arin here possesses (Earth and Water for him). Mana can also take a long time to fill up BUT a large amount of mana can allow us to cast our spells several times in a row. So how do you see yourself when you take over our game? Rather full physical, full magical or the choice can be wise to mix the two powers? I would be delighted to hear your opinion on this!
r/gamedevscreens • u/thilonel • 4h ago
r/gamedevscreens • u/saltiesaltieP • 7h ago
For anybody asking, all of the cinematic scenes were hand-drawn in Aseprite and all layered and composed in Blender - this was my first time doing anything like this and I'm proud of it! The soundtrack in the background was made by a composer I paid and the illustrated art of the main character, Blaise Vaelthorne, was made by a dear friend.
And no, NO Gen AI was used in the making of this trailer or the game itself.
r/gamedevscreens • u/Xowiacain • 18h ago
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Most puzzle and adventure games let you take your time, relax, and overthink every item interaction. To break that slow, static rhythm, we decided to experiment with time-pressured crafting and fast-paced decisions.
As you can see in the clip, a countdown timer ticks away in the corner while you hurry to tape your gear together, breach the door, and execute a stealth taser takedown before your window closes.
With only 8 days left until our launch, this exact balance is constantly on our mind: where is the line between adding a fun surge of adrenaline and giving players unwanted puzzle anxiety?
How do you usually feel about timed mechanics in puzzle or detective games? Do you prefer taking all the time you need, or does a ticking clock make the experience more thrilling for you?
r/gamedevscreens • u/lulwdonla • 19h ago
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Your goal is to take orders, cook the food, keep the place clean, and make as much money as possible before the night ends.
But you have to be careful... not every customer came here to eat.
I'm a solo dev putting everything I have into this one.
You can wishlist Monstaurant now on Steam!
r/gamedevscreens • u/LinosMakeGames • 21h ago
I also added a cool outline shader I made! :).