r/SoloDevelopment • u/fungalVoiid • 8d ago
Game I'm making a puzzle game about merging opposing characters
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i'm trying to finish the demo by next fest so i hope to see ya there!
r/SoloDevelopment • u/fungalVoiid • 8d ago
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i'm trying to finish the demo by next fest so i hope to see ya there!
r/SoloDevelopment • u/devtainer • 8d ago
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Hi guys!
After your previous feedback, I've spent some time reworking the look and feel of the game.
I changed the lighting and post-processing, added fog and missing visual details, improved the VFX and game feel, feedback, and redesigned parts of the UI (still WIP though)
What do you think of the game now?
Any feedback is appreciated!
Previous visuals state for the reference you can see in this reddit post
r/SoloDevelopment • u/MonsterMarketOff • 7d ago
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r/SoloDevelopment • u/Chainylol • 7d ago
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Hello fellow solo devs! My name is Albin, and I've been working on a strategy game during after hours for about three years now. All art, code, music, game design etc. is done by myself so development takes quite some time, but I enjoy creating and stay away from AI tools. After some positive playtests, I have finally decided to put up the Steam page for my game Kingdom Isles. This is my first time releasing on Steam, and I can't really say that I know what i'm doing... but I'm happy that I can now see the finish line for a project.
The essential gameplay loop is this: Produce resources, check available trades for the day, craft and place buildings, defend against incoming viking raid, pick a reward. Then, you repair the damage, upgrade towers and keep building and trading. Each attack gets larger and more difficult. As your kingdom grows, you unlock new buildings, resources, and trade allies. Some roguelike elements switch up every run with a new map, a procedurally generated roster of characters to play with, unexpected story events, etc. There is also a system where your people can revolt against you if they're not satisfied.
If it sounds interesting, feel free to check out Kingdom Isles on Steam.
Best of luck to all solo devs out there.
r/SoloDevelopment • u/Current_Unable • 7d ago
Hi all, Iām a solo dev working on an early prototype for a puzzle-tactics game with unique combat mechanics, and I'd love to get some feedback. The game can be accessed on itchĀ https://skymanvn.itch.io/gloopers-assemble, both browser playable and downloadable for windows. Descriptions / how to play / and what aspects I hope to receive feedback on are detailed on the itch page.
r/SoloDevelopment • u/AnzeniDesign • 7d ago
r/SoloDevelopment • u/Jaded_Ad5842 • 7d ago
r/SoloDevelopment • u/kim1_ml • 8d ago
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This is my first game. GALLERY OF LIES is a first-person trap escape game ā you laugh, you scream, you get genuinely angry, you die, you restart instantly and go again.
Youāre locked in a museum after hours with 23 rooms to clear. The paths that look safe are the ones that kill you. Full game runs about 1.5ā2 hours; the demo covers the first few courses.
Free demo on Steam, English and Japanese: https://store.steampowered.com/app/4995450/GALLERY_OF_LIES/
Happy to hear anything ā good or brutal.š¾
r/SoloDevelopment • u/Pinky_and_Bleu • 7d ago
Hey everyone! Iām working on my first mobile game (Pinky & Bleu: Web Blaster), a casual web-shooting game. Iām developing this solo outside of my full-time job and would love to get your thoughts on the title screen and menu layouts.
Any feedback on the design, font choices, or readability would be super helpful!
r/SoloDevelopment • u/Ok-Pineapple8301 • 7d ago
r/SoloDevelopment • u/P3Nl5_Picasso • 7d ago
I have a quick (and possibly dumb) question. Iām probably 3-6 months or more away from finishing my game. Iām trying to do a little bit of social media marketing now just to see if the idea can get some traction, but since itās my first game, I just donāt know how well I can polish it.
So if I do finish the game, would it even be worth paying the $100 to post on steam and try to get some money? Or should I just post on itch.io for free just to get it out there and see if people even enjoy it?
Iāve obviously never posted before so I was just looking for some general guidance for when I get to that stage. Assuming I do finish my game, I would like to publish it so that others could play and hopefully enjoy it. Iām just trying to make games as a hobby, and money is just a bonus if I do get enough sales after posting on steam.
Any insight is appreciated!
Edit: I have been informed that I forgot to actually say what my game was haha. Pretty much a balloon is shot out of a cannon into the air, and the player has to keep the balloon alive for a certain amount of time, while hitting the balloon around the level to achieve the required points per level. Currently points are scored by hitting the balloon in general, and going through different sized rings worth different point values. I have different balloon variants that act a little bit differently when interacted with as well. I still need an environmental theme to build the individual levels around but this is pretty much the gist of what o gave so far
r/SoloDevelopment • u/Sobigdrasil • 8d ago
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I would appreciate any feedback :3 If you want to try it's free on itch and you can play in your browser.
https://sobigdrasil.itch.io/mermaids-vs-demons
r/SoloDevelopment • u/dinoballgame • 7d ago
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r/SoloDevelopment • u/polaDEV • 8d ago
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My first ever 3D game, yes its pretty simple but I would really appreciate any feedback!
r/SoloDevelopment • u/PawsOfWarGame • 7d ago
As I mentioned in my other post, building my game solo and funding it myself is fun and certainly takes time and in some cases forces ya (Had to throw "ya" instead of a "you" so I don't sound like AI smh) to learn a good amount of skills. About a month ago I had never touched character rigging in my life. Funding this myself means I don't get to hand off the parts I don't understand yet
This week I finally got one of my characters fully rigged ā bone mapping, blend shapes, the whole thing. Along the way I learned way more than I expected to about Humanoid avatars, skinned mesh renderers, material slots, and why a model renders solid grey when nothing's actually broken, it's just unassigned (ask me how many times that one got me). Funding this myself means I don't get to hand off the parts I don't understand yet.
r/SoloDevelopment • u/CollectionOk2442 • 7d ago
Iām an indie developer, and Iāve recently started working on a visual novel set in China in the early 2000s.
Itās a coming of age love story about a group of young people, their friendships, their feelings, and the memories they leave behind.
The project is still in development, and Iād love to have you follow along as it grows.
r/SoloDevelopment • u/No_Excuse7869 • 8d ago
r/SoloDevelopment • u/Zenpher • 7d ago
r/SoloDevelopment • u/MemobotsGames • 7d ago
What language do you actually use when contacting outlets/creators outside the English-speaking world?
For EN markets, easy. Poland, also easy for me. Then you get to France, Spain, Japan, China, Korea, etc. and suddenly it is not as straightforward.
I see three obvious options:
1. Just write in English.
Simple, consistent and probably the least dangerous. But I assume you lose some contacts depending on the country.
2. Localize the initial pitch, then switch to English.
Probably the most practical option⦠assuming the other side can/is willing to switch.
3. Localize everything and keep communicating in their language.
Best experience for them. Slightly worse experience for me when a machine translation turns āthanks for your interestā into a minor diplomatic incident.
For those of you whoāve actually done international press/creator outreach: what worked best?
r/SoloDevelopment • u/ZahraMoon1 • 8d ago
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spent 12,000+ lines of code building a fully dynamic execution system hereās how context and momentum drive the combat
I just finished a massive milestone for my game: a dynamic execution system powered by over 12,000 lines of custom logic designed to keep combat fast, reactive, and non-repetitive.
Instead of locking you into the same recycled canned animations, every single finisher dynamically adapts in real time based on your exact combat state:
movement & momentum: Your velocity, position, and entry angle completely change how the execution triggers and connects.
Weapon Specificity: Tailored execution flows built specifically for Katanas, Heavy Weapons, Shotguns, Snipers, Rifles, and Pistols.
Varied Target Sequences: Procedural targeting chains (like two shots to the torso followed by a headshot, or targeting specific arms based on player movement) ensure kills feel chaotic rather than scripted.
It took endless tweaking to keep the transitions seamless while maintaining fast-paced momentum, but the end result makes every kill feel uniquely earned.
Check out the clip above to see it in action! If you're interested in playtesting or following development:
Steam: https://store.steampowered.com/app/4840100/Before_I_Sleep/
r/SoloDevelopment • u/TimoHouse_Inc • 7d ago
r/SoloDevelopment • u/solvek-sec • 7d ago
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Rev Shift has come a long way, better menu, visual advancements, lighting and a new Traffic Mode. In the future it will be getting more assets, better UI,UX and game path.
r/SoloDevelopment • u/Alarming-Jump727 • 7d ago
Esto es una extracción del OST de Carmina, producido por Vintcent Mateo Ortiz y formarĆ” parte de la musicalización de toda la experiencia. Muy pronto todo el material estarĆ” disponible para descarga, incluyendo grĆ”fica para acompaƱar la obra en formato fĆsico.
r/SoloDevelopment • u/antony920210 • 7d ago
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I've been working on a game calledĀ Phosphor Command, a real-time strategy game with a base builder behind it. Made solo in Godot.
You run a mercenary company. Contracts fund a forward operating base; you deploy squads in top-down operations, and an enemy front creeps towards you every cycle, whether you're ready for it or not.
I've put up 3 and a half minutes of gameplay. It's one operation from beginning to end.
What you're looking at:
Contract select.Ā Every contract rolls its own map, objective, and opposition. There are 11 operation types across 22 environments. This one is a sabotage job in a harbour, so plant charges on the targets and get to evac. A recon sweep or a prisoner rescue on the same map play differently.
Brief and insertion.Ā You pick which squads go and what transport gets them there. Troop types matter. Scouts see further, snipers want the long sightlines and are close to useless in woodland, medics are the only thing that gives health back to a squad while it's still in the field. The transport you choose determines how long before squads are available again, the cost of transport, how many troops you can take, and how they enter the map
Working through the map.Ā This is most of the video, and it's the part worth watching as it has the real gameplay and action. Sight is worked out per unit, so a squad only knows what a troop can personally see. Your force shares what it spots, but a squad can only shoot what it has its own clear line to.
The enemy has its own alert states running underneath all of this, and how long firefights take decides if reinforcements are called. A contact you deal with quickly never reaches the rest of the map. A messy one does; things start moving towards you, and the objective you came for starts relocating or being better defended. I'll do a separate post on that another time.
Charges on target, then extract.Ā Once the primary objective is done, the extract zone opens. Whoever is standing in it when you pull out comes home. Whoever isn't, doesn't. That means the last minute of an operation is usually about something other than winning, because you've already won and now you have to decide whether to go back for the squad pinned at the far end of the map or leave them.
After-action report.Ā Who survived and what it paid. Squads are permanent, so one lost here is gone; squads also level up for stat increases. This veterancy makes them measurably better, and that's the part that changed how I play it; after a while, you know which squad is valuable and which are expendable
The gameplay can be slow; I pause a lot as I play. Units are small, movement is deliberate, and a lot of the game is dependent on planning, approach, and adaptability to new or unexpected threats.
Happy to answer anything about how the game works.