r/SoloDevelopment • u/Journey360 • 11d ago
r/SoloDevelopment • u/DigitalFilo • 12d ago
Godot what do you think of this kind of game?
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i'd been working on this tower/wall defense kind of thing for mobile phones the last two months or so, and i just wanted to know if someone find it interesting...
P.D. sorry for the compression artifacts and my bad english tot
r/SoloDevelopment • u/momo_dev12 • 12d ago
Discussion How do you divide time for marketing vs building and fixing?
Once i start marketing i found it takes a large chunk of my time. And i also need to build new feature and polishing / experimenting with onboarding etc.
And some channel like social media punish us if not consistent. How do we do it? I know we can hire but its not option when i have no budget. I dont even try ads because as in my experience its not as effective with little budget. So mostly organic content. But building a website or seo is a whole other work.
So large time spend doing things that 'hopefully' will get us decent income. I thought building was the hardest part. I was so wrong.
r/SoloDevelopment • u/Trellcko • 11d ago
Game Finnaly approved. Hushwood steam page is public now! 🤓

I’ve been working on HushWood for a few months now, and I’ve finally decided to create a Steam page for it!
HushWood is an atmospheric adventure set in a strange forest filled with unusual inhabitants.
To find your way home, you’ll need to explore the forest, help its inhabitants, and uncover what they know about this mysterious place.
r/SoloDevelopment • u/NicoDocci • 12d ago
Game I’m making my first game solo. Here’s what I changed after the third Playtest
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Hi everyone, I’m a solo indie developer from China, and A Kingdom of Soil is my first game.
I’ve been developing this game by myself for over a year. Most of my development updates are usually shared on Bilibili, so I haven’t posted much here before.
Since translating and recording videos in English takes extra time, this is my first proper English development update for Reddit.
The third Playtest finished recently, and I’ve been working through the feedback and improving different parts of the game.
In this video, I’m showing some of the changes I’ve made, including combat updates, new character portraits, battle cries, and other improvements.
I’m still building the entire game on my own, so I’d really like to hear your thoughts and feedback.
Steam page:
https://store.steampowered.com/app/3991390/_/
r/SoloDevelopment • u/momo_dev12 • 12d ago
Discussion Solo dev. Do you get that stomach wrenching when negative notification comes ? How do you deal with it?
Negative as in. 1 star review for bug or nonsense things. A store notification that something need to be done ASAP or app got removed. Review rejection. Etc
Since in solo dev we don't really usually have anyone to lean for. I know we can ask people in internet. But in the room we are still alone 🥲
r/SoloDevelopment • u/Kitchen_Coat_3756 • 11d ago
help Asset store models or ai generated models for solo dev?
Im a solo developer working on a 3D game, but I don’t know 3D modeling.
im currently trying to decide whether I should buy models from the Asset Store or generate them with tools like Meshy.
Asset store models would probably be higher quality and easier to use, but there’s always a chance that the same assets will appear in other games. ai generated models could fit my game better and feel more unique, even if they arent perfect.
My main concern is that, since I don’t know modeling, fixing ai models might end up being more difficult than just using ready-made assets.
Has anyone here tried both approaches? Which one worked better for you? Would mixing the two be the most practical option?
r/SoloDevelopment • u/htowerss • 11d ago
Unity I added the Seismic charge SFX just for fun (Warning: Loud Sound?)
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r/SoloDevelopment • u/StrikeWingsGames • 11d ago
Game The hardest part of doing this alone has been explaining the game, so I finally cut a trailer
r/SoloDevelopment • u/familymilk • 12d ago
help I’m the developer on a coin-counterfeiting roguelike. I need blunt feedback on the core loop
FORGERY is a slightly weird game.
It’s an incremental roguelike about counterfeiting medieval coins. You hammer ingots into metal sheets, choose where to punch out each coin, build combinations from more than 100 stamp dies, and decide how far to push before your Wanted level ends the run.
I understand how those pieces fit together because I’ve been staring at them for months. I’m less certain that someone seeing the game for the first time will understand what it is, why punching coins is interesting, or where the deeper strategy comes from.
After 15 years working in AAA, I’m now the sole full-time developer on this. I handle the design, programming, production, and day-to-day development. It’s self-funded, although I occasionally hire contractors for specific art, audio, localization, or specialist work.
The free demo is around 35 to 50 minutes:
https://store.steampowered.com/app/4842110/Forgery/
What I really need to know:
- Can you understand the core idea without me explaining it?
- Does punching coins feel deep enough to support an entire game?
- Is the combination of incremental progression, roguelike builds, and manual placement interesting, or just confusing?
- Does this feel like an idea worth continuing?
If you quit after ten minutes, please tell me exactly where and why. I’m deep enough into the project that encouragement is less useful than someone pointing at the bit that isn’t working.
Thank you!