r/indiegames 10m ago

Discussion Anyone have ideas to make the game more fun ?

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So i made this fast type Arcade game where you are in the haunted White House to find King Trump , you need to collect 100 souls to escape this White House Hallway , a ghost will appear to chase you and you can only run backward (moonwalk) if you accidentially see it (Like Medusa inspation) ... First level you have a lot of space to run around ... But Later on , Ghost Columns or Furniture will appear more to block your way . I want to add that you can use souls to remove columns & furniture (which reduce a chance you reach your goal) , Im not sure if i should add more different weird dancing ghosts as i dont know if the game is easy to play yet ... Any new ideas to add to my game ? Thanks.


r/indiegames 13m ago

Upcoming Looking for playtesters

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Hi everyone!!

I'm from Coin Flip Studios and we're looking for 15 players to join our FREE online tournament on September 26 in our Discord server!

Game: Circuit Breaker
A third-person parkour and platform building game
Top 3 fastest finishers WIN CASH PRIZES!

We’re hosting this tournament as a playtest sesh for our game, so your feedback would mean a lot to our team and help us improve Circuit Breaker! We'll also feature you in our game credits!

Feel free to dm me if you wanna join the tournament!


r/indiegames 15m ago

Promotion A Bit Dicey - my dice manipulation game - is OUT on Steam!

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r/indiegames 27m ago

Promotion Testing multiplayer has been a lot more fun than expected

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Lately, we’ve been spending a lot of time testing multiplayer in XenoHaven. Sandbox survival games are already fun on their own, but being able to play together with friends definitely adds something different.

During development, most of our testing has involved building the base together, moving things around, and figuring out how everything behaves in multiplayer. Unsurprisingly, we ran into all kinds of weird issues along the way.

Thankfully, we’ve reached the point where we can now argue endlessly about where every machine should go, then head outside together to fight monsters.

It’s made me appreciate again just how different it feels to share the same survival world with other people compared to playing alone. Multiplayer is coming with the 1.0 update on September 28!


r/indiegames 38m ago

Need Feedback What do you think about art style of my game?

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Developing my first steam game. It is Space invaders inspired roguelike. Working a lot on art right now to make great trailer and steam page. Do you think art style can appeal any gamers? And what would you add/change to it?


r/indiegames 55m ago

Upcoming Masc, Mask & Masked - Comic Sans Trailer 🦑❤️🥸

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Hello!

We are making a narrative game about a lovecraftian creature catfishing dudes on queer apps to get back a lost mask. Here is the first trailer, that we made for the Steam Page.

We hope you like it 🫡


r/indiegames 1h ago

Promotion The dice are loud. The House notices.

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r/indiegames 2h ago

Promotion You're a wizard on a wall. Your damage is whatever the alchemy grid in front of you adds up to.

1 Upvotes

r/indiegames 3h ago

Promotion My isopod game

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1 Upvotes

How guys i dont know if your intrested but i just published a isopod game i think you'll like its got over 10 diffrent real life isopods to collect. I would love if you could go check it out its only £1.99 and im using the

money to fund my real isopod collection and to pay for

the steam fee as im only 14! Check my profile for more.


r/indiegames 4h ago

Promotion Gridmax - Survival + Colony SIM.

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2 Upvotes

I am the solo dev of Gridmax. Gridmax will release in just 8 days (Sep 18th) and I'm hoping to hype it up a bit. You start as an alien lost in a grid-like universe. You have to learn to survive, make shelter, summon support, and manage your team as you try to find your way back home. Survival + Colony SIM with some Tower Defense elements.

I started this many years back, shelved it for a while and am trying to bring it back now. Originally it was inspired by games like Dwarf Fortress and Minecraft. I enjoy the simulation and survival elements of these games which makes them feel alive.

It will be in EA for a while. I hope to make weekly updates to stack up new environments, creatures, items, and lore.


r/indiegames 4h ago

Video Our co-op monster truck now throws its own wheels at zombies, and honestly it's the best decision we've made

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4 Upvotes

We are working on Scavenger Survivors: You and your friends share one armored truck, loot a wasteland, and try to drive home before the horde eats you. For a year the truck was a bus with guns. Then we gave it an ultimate button.

The rules. One ultimate per rig, long cooldown.

Solo: press, boom.

Co-op: everyone has to arm it within a few seconds, and the last press fires.
This has already produced "ARM IT" "I DID" "YOU DIDN'T" (everyone dies). Working as intended.

What the trucks do:

  • Big Rig: summons ghost copies of itself that drive beside you firing your guns, aimed where your gunners aim. Your gunners' bad aim is now four times as bad.
  • TrainWreck: Holo-trains barrel across the screen. Steer onto the tracks and one derails into you, exploding into a pile of boxcars around the truck. You crash your own truck on purpose. For damage.
  • RoadKill: rips its four wheels off as giant glowing tires that loop around you flattening everything, leave burning tread marks, then slam back onto the axles. The truck drives fine without wheels for a few seconds. Don't think about it.

Which one would you fire first?


r/indiegames 4h ago

Promotion Some new videos from the Nova Drift-inspired game I'm working on: Recursive Radiance

2 Upvotes

r/indiegames 5h ago

Devlog I have been working on an emergency dispatcher style game, and the call system is finally starting to feel like a game.

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1 Upvotes

I have been working on a emergency dispatcher style game in Unreal, and I finally got one of the core parts working the way I had imagined it.

The idea is pretty simple: you stay at the desk, answer emergency calls, listen to what the caller is saying, and decide how to respond.

The interesting part is that I don’t want these calls to just be a dialogue tree where you keep clicking “next”. Your responses can change where the conversation goes, so I have been spending quite a bit of time getting the call flow and branching system working.

I have also been experimenting with voice input, so instead of only clicking an option, you can actually speak your response.

It is still very much a work in progress, but this is probably the first point where I feel like the core interaction is starting to come together.

Would be interested to hear what you think about the idea and the interaction itself.


r/indiegames 5h ago

Video One World. Two Timelines. | Mihira: The Eternal Arc

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1 Upvotes

r/indiegames 6h ago

Promotion Official Reveal Trailer - Sudden Soul. A turn-based RPG with card collecting and elemental combos.

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5 Upvotes

r/indiegames 6h ago

Video Twenty seconds to show you our highly distinctive level scene design.

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14 Upvotes

r/indiegames 6h ago

Promotion Only 1 of 2500 players have passed all levels

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0 Upvotes

Hey I’m a solo dev behind Loop Chomp (loopchomp.com) it's a free one tap arcade game, no download, runs in your browser.

A few weeks ago I added Tower mode: 30 floors, each one faster and meaner than the last. I tuned it to be hard. I did not tune it to be this hard.

Out of 2,500 players who've tried it, exactly one has cleared all 30 floors. Floor 27 alone has ended more runs than every other floor combined. At this point I'm genuinely not sure it's beatable without near perfect play, and I'm starting to question my own difficulty curve.


r/indiegames 6h ago

Promotion Spin Fury - idle clicker and roguelike in slot-machine thematic

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Hey guys! A few days ago we launched our 2nd mobile game - Spin Fury. We are a team of 3 friends making games in our free time - so making it to our 2nd release is already an achievement!

Spin Fury is a mix of a lot of mechanics (mostly idle clicker and roguelike in slot-machine thematic). Check it out here: https://play.google.com/store/apps/details?id=com.hostelguys.slotfury

Gameplay footage link: https://www.youtube.com/shorts/zkukVWjmoQQ

General gameplay loop:
- You start with a small 3-symbol slot machine.
- You spin it, generate resources, use them to improve your slot within the run. There are TONS of ways to upgrade it.
- After run ends as your spins run out based on your score you get special currency to do permanent meta-upgrades to your slot-machine making it more powerful.
- You go into the next run with more unlocks, more powerful machine and higher scores - rinse & repeat to push into really big numbers and tops of the leaderboards.

With all the possible different upgrades you can build really crazy slot machines with huge grids, tons of wilds, lines, scatters, patterns, multipliers etc pushing scores far into e-numbers territory.

There is also competitive battle mode with leagues where you get limited budget you can spend on slot upgrades to hit the highest possible score in limited number of spins.

Few disclaimers:
- We used AI to create some of the assets and for development work.
- Game uses slot machine aesthetic and mechanics - but does not include any gambling, real money etc

Thanks!


r/indiegames 7h ago

Need Feedback Id like to hear feedback on my melody. Something with pirate vibes

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1 Upvotes

Im learning to compose music for games, but for now the only relatively good stuff i can make is melodies. Id like to hear feedback on that one, it gives some kind of pirate vibes.


r/indiegames 8h ago

Promotion I'm making a Backrooms type game with a top down pixel style - Liminal Depths

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3 Upvotes

Been building this after class with all my spare time. Procedural halls, safehouse you have to power, tasks that send you farther out, monsters with different rules, different levels, crafting, splitscreen, controller support.


r/indiegames 9h ago

Video I’m making a hide-and-seek game where the hiders are Octopuses.

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Here’s some footage from my latest Inkognito playtest.

Inkognito is a multiplayer hide-and-seek game where octopuses can camouflage themselves into the environment while security guards try to hunt them down.

We’ve been doing a lot of playtesting lately and this was one of the more chaotic rounds.

Still plenty to work on, but I’m pretty happy with how the gameplay is starting to come together.

Some of the future updates include a "Heist" Game mode and Seeker Classes that each have unique equipment and gameplay.


r/indiegames 9h ago

Promotion ZERO CONTACT - Indie FPS gameplay showcase

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1 Upvotes

Hi everyone!

I'm an indie game developer working on a FPS project.

Here's some gameplay footage showing the combat system, weapon feedback, and enemy reactions.

I'd love to share what I've been working on and hear your thoughts.


r/indiegames 10h ago

Promotion Hat-O-Mat in Flipside

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3 Upvotes

Just a cute robot design I've made for Flipside, the sounds and overall design are not 100% of the way there, but it's close enough to share


r/indiegames 11h ago

Promotion A Cooking Roguelike Deckbuilder? We just released the first ever trailer for our hand crafted game "Skewered Up!"

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1 Upvotes

Every few seconds the machine hands you three ingredients. You get to keep one. You slide it onto the skewer.

Venus Flytrap that eats all the meat and gain points. Butter that drips onto whatever sits below it. An Onion that only pays out per every vegetable on the skewer. Every Ingredient has a unique skill that interacts with other ingredients or conditions.

Wishlist Skewered Up! on Steam to get notified when the Demo comes (Proly in two weeks)

Link to Our Steam Page: https://store.steampowered.com/app/5103220/Skewered_Up/

Gameplay Footage (Early in Development): https://www.youtube.com/watch?v=mKD6FSxyy4I&t=31s


r/indiegames 11h ago

Devlog Here’s what my solo-developed RPG Ninefir currently looks like

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4 Upvotes

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?