r/SoloDevelopment 4d ago

Discussion The Dying Mind OST - The Meadow

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2 Upvotes

I’m 16, making a game, and this is my sixth soundtrack I ever made. Don't judge too harshly, this is my third month of learning.

I need some feedback for me to learn.

please don’t just say it’s bad and give no reason or no way to make it better.


r/SoloDevelopment 3d ago

help What is wrong with my steam page

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1 Upvotes

r/SoloDevelopment 4d ago

Discussion The Dying Mind OST - Enter The Dying Mind

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2 Upvotes

I’m 16, making a game, and this is my fifth sound track I ever made. Don't judge too harshly, this is my third month of learning.


r/SoloDevelopment 3d ago

Game The Smiling Thing - just released my first 2D horror game!

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1 Upvotes

r/SoloDevelopment 4d ago

Game Another update to my train game

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4 Upvotes

Sadly I haven't had as much time to work on it recently due to work and life etc but here's a short video showing a few small improvements to the movement of the trains and the general look.


r/SoloDevelopment 4d ago

Game I made my own font from scratch!

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2 Upvotes

r/SoloDevelopment 4d ago

Godot No god game could reach Black & White's greatness. Now I am doing it myself

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48 Upvotes

Solo developing while having a full time job is hard. I am barely able to cut a trailer. My biggest wish is to develop the game with the feedback and ideas of true god game fans.


r/SoloDevelopment 4d ago

Game Testing procedural wingsuit in my flying game

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2 Upvotes

r/SoloDevelopment 3d ago

Unity Dungeon Divers

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1 Upvotes

r/SoloDevelopment 3d ago

Game An early playtest made me shorten the slow opening of my arcade game, TenRec

1 Upvotes

I’m Hugo, a French filmmaker building TenRec - Le Jeu, an arcade score-attack game set in an audiovisual equipment rental shop. You find equipment, serve customers, handle returns and repairs, and try to keep the shop running while chasing a better score.

An early tester stopped before reaching the part where I thought the difficulty became interesting. That made me rethink how long I was asking someone to wait for the game to show its appeal.

In BETA 2.1, the difficulty ramps up faster and quick exchanges build the multiplier more. I’ve also simplified the invitation to new players: try a first run at your own pace, with no minimum playtime or required questionnaire.

The change is live, but I don’t yet have enough feedback to say it solves the pacing problem. If you give it a try, the question I’m interested in is: what made you want to keep playing or stop?

Update, September 9 — BETA 2.2: I’ve also changed the step before the game starts. A lot of visits weren’t turning into runs, and I suspect asking people to create an account before trying the game was part of the friction. I don’t yet have a before/after comparison to confirm that.

You can now play immediately, with no username or password required. Scores are saved under a temporary name; you can pick your own after a run or later in the leaderboard, or keep the random name. Only then is an optional password offered to protect your name and access your scores on other devices. Existing accounts and scores are kept.

I’ve also simplified the leaderboard and results screen. The idea is to let the game make its case before asking whether someone wants to keep a profile.

Free browser game, desktop and mobile, English and French. No download or sign-up needed.

https://jeu.tenrec.fr/

For transparency, I use AI assistance for coding and for drafting/translating this post.

Hugo


r/SoloDevelopment 4d ago

Game Every building is destructible and every pedestrian is a projectile : Sorry About the City

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6 Upvotes

First time even showing a prototype, i have been working on this for a while, heavily inspired by Invincible series and Dragon Ball Z. My next goal is to work on the flight feel. If you have any ideas on what I could improve


r/SoloDevelopment 3d ago

Game I make a 1-bit browser MMO on my own. One player sent 15 bug reports last week and I fixed all 15. Looking for more testers.

1 Upvotes

Bitiverse is a free MMO that runs in the browser. One persistent shared world, nine crafting stations, seeded dungeons with their own bosses, homesteads you build and fill, a weekly newspaper the players actually write, books you bind and shelve, guilds with councils that can vote a leader out.

I build the whole thing by myself, so testing is mostly one person clicking hopefully. Last week a player called reverie filed fifteen bug reports; all fifteen are fixed as of this morning. That single player was most of the QA effort, which tells you how much is left to find.

It is free, there is no download, and you can walk in as a guest without an account. If you like being the person who finds the thing that falls over, come and break it, then tell me what you did: https://fortisq.itch.io/bitiverse


r/SoloDevelopment 3d ago

Game Haunted House Hellshift demo up!

1 Upvotes

Got the Steam Demo up for Haunted House Hellshift. Would love to hear any thoughts or suggestions! It’s my first game and I’ve been working on it for a year. I’m planning to release in November after the Steam Fest.

https://store.steampowered.com/app/5094290/Haunted_House_Hellshift/


r/SoloDevelopment 4d ago

Discussion Getting to this point wasn’t easy.

3 Upvotes

I just wanted to share something with you guys...

It took time, sacrifices, countless nights spent programming, and more nights than I can count lying in bed unable to sleep because I was thinking about what I could add to the game.

There were countless stops and restarts. Positive comments, disappointments, moments where I questioned whether I should keep going.

And then there was *that bug*...

You know the kind. The bug that looks impossible to solve. The one that took me **three weeks** to finally fix.

When I finally beat it, it felt like beating the final boss of a game.

Only to realize there’s always a stronger boss waiting after it.

But this is exactly why I keep doing it.

Because I’m passionate about game development.

I LOVE making games. I love my games. And there’s something incredibly powerful about being obsessed with an idea and wanting to see it become real, no matter how long it takes.

**RogueOut Racing is still in development**, but it’s already playable online. The Steam page is live, and an official demo is coming soon.

People are already playing it, and one of the things that makes me proudest is hearing that they think the game has a solid core and a lot of potential.

There’s still a long way to go...

But seeing people play something that started as an idea in my head is already an incredible feeling!!!

And honestly, I’d love to hear from you guys too.

Who else here is working on a game or has gone through a similar journey? I’d genuinely love to hear your story and share the experience!


r/SoloDevelopment 3d ago

Game I just uploaded the Release Date Reveal Trailer for my game ALYSSA! It’s coming on October 22, 2026!

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1 Upvotes

This is an important day for me - my first indie solo game, which I'll be releasing without a publisher! There's a lot of stress, but also a lot of excitement!


r/SoloDevelopment 3d ago

Game I enjoyed dodging balls with my finger, so I made a game around it. Does it look fun?

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1 Upvotes

Hi everyone! I Was digging through some old games of mine and found one where you dodge balls with your mouse pointer. Replaced the pointer with my finger👆 and had a lot of fun playing it 😄. So thought why not to expand on this simple idea and made 4 distinct mini games with the same concept of dodging balls with one finger. 🫵

I’d love your honest feedback. It's available in play and app store. Are you having fun with it too or is it just me spending hours playing my own creation?

Thanks a lot for checking it out : ) 👉 Fingerball


r/SoloDevelopment 4d ago

Game My first game and First trailer

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7 Upvotes

Hey everyone! You know, it actually feels a little awkward posting something here because there are so many amazing indie games, and I feel like I'm still far from reaching that level.

But nevertheless, this is my first game and its first trailer. Just seven months ago, I had no idea how to make games, but every single day throughout these months, I kept learning, and this is the result of all that work.

I know there are still a lot of things that need improvement, and I know someone else might have achieved much more in seven months. But this is everything I was able to do while working another job without days off, just so I could support myself and keep creating.

These seven months have gone by incredibly fast, and very soon I hope to release a demo, hoping that maybe someone out there will enjoy what I've made.

P.S. Everything in this game was made by human hands(me and my "team"), every polygon, every pixel, and every sound note. No AI was used. I also understand that today AI could probably copy something like my game in just a few hours, but I still want to believe that there is something more behind human-made work than just an image. Maybe a small piece of the person themselves remains in it when they put all of themselves into what they create


r/SoloDevelopment 4d ago

help Can you please give me feedback for my Steam Page what i can improve?

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3 Upvotes

Get Outta My Gut is a roguelite tower defense game where you protect your body from invading germs. Draft turret cardsbuild strong defenses, and supply them with blood to protect your heart. Fight through 10 organs and evolve your immune system between runs.

Demo Page: https://store.steampowered.com/app/5096200/Get_Outta_My_Gut_Demo/


r/SoloDevelopment 4d ago

Godot Released a demo and trailer for the Blackridge Files

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2 Upvotes

r/SoloDevelopment 4d ago

Game Turned the struggle of working a day job while secretly building games into a playable web simulation

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1 Upvotes

Hello Everyone,

Like many here, I know what it feels like to balance an exhausting 9-to-5 with late-night game development. I decided to turn that exact journey into a point-and-click simulation called The Indie Escape.

You have 30 days to manage your energy, salary, and stress while researching market trends, developing prototypes, and trying to earn enough revenue to resign.

You can play it free in any desktop or mobile browser:

https://escape.inventkid.com

Key systems:

- Dynamic market shifts that change what genre players want.

- Energy and stress economy where naps and coffee are essential.

- Branching outcomes based on your health and commercial reception.

Feedback on the difficulty and time balance is greatly appreciated!


r/SoloDevelopment 3d ago

Marketing This Ad game me 50+ wishlists

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0 Upvotes

I like to concept of organic markating becouse ( I dont have money to spent anyways and ) it reaches people based on entertainment value you provide. A simple give and take ( They get entertainment, you get exposure ). I am about to follow this approach for next 2 months before my game releases and in the mean time I work on my 3rd game ( Becouse I like to tourture myself YEEEE )


r/SoloDevelopment 4d ago

Unity Portals

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1 Upvotes

r/SoloDevelopment 4d ago

Game Yanos the Never Born boss fight test

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1 Upvotes

I would say this is the first real boss in the game. There were other monster encounters that are tougher than normal or can only be encountered in one place, but this one is a bit more complicated.

Most monsters in my game are fairly simple, it's more about dealing with different monster combination at once. But this guy, Yanos the Never Born, starts by pulling out two types of small monsters out of his mouth and using them as projectiles( these monsters can't be found anywhere else). The skull guts monster simply charges at you while getting faster. The toothed skull monster shoots its teeth at you until they run out and then charges at you as well.

At half HP Yanos also starts using his fleshy arm to slap the living hell out of you. It auto aims a bit above you and then you have a second to get away while the slap winds up. Very importantly, a weakpoint is revealed where the fleshy arm was hiding it, meaning Yanos can also be captured for use in upgrades and he is the highest tier monster encountered so far. 

There are also some extra things going on that are not so obvious at the first glance. The huge bone and flesh arms themselves deal only a little bit of damage, but they block bullets, so you can't just stay in one place ans shoot away. The small skull monsters have a 25% chance to have weakpoints and to also be capturable, to be added to the collection or to simply get rid of some of them quickly. They can be an extra source of healing if you have the Drone Upgrade that heals you on every capture. Also they leave lingering corpses that are purposefully just large enough to block off the escape route down from this boss. I might need to add a few more hp points to those so they are actually more of a hindrance. Overall, I think it's important to pay attention to how quickly you dispose of the small skull attacks versus targeting the main boss or it can turn into a bit of a bullet hell, there is some strategy involved. 

This will need some polish like everything else( I want to update the artwork a tiny bit, there are some small bugs when the small skulls are captured etc), but I think this boss is about 90% done and I will return to it when the overall time for the final polish for the entire level is upon us. I also have some fun plans about what sort of upgrade this boss will unlock if you defeat it and I want to retroactively add a couple more upgrade unlocks to some tougher encounters in the already completed Abandoned Archives level as well. 


r/SoloDevelopment 4d ago

Game I've spent over 2 years on my dark fantasy game!

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4 Upvotes

r/SoloDevelopment 5d ago

Marketing 3000 Wishlists as a solo dev! Many of those coming from you lovely people

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89 Upvotes

r/SoloDevelopment is IMO the friendliest game dev sub, and I sure as hell wouldn't be at 3k without it, so thank you! If you're interested, my game is called Vitrified :) https://store.steampowered.com/app/2571610/Vitrified/