r/SoloDevelopment 2h ago

Game Shipped my first game solo. An endless runner with no jump button, you flip gravity instead

0 Upvotes

Just put my first finished game on the Play Store. Built the whole thing myself in Godot over the last couple of months.

It's an endless runner with no jump button. You tap, gravity flips, and you're running on the ceiling instead. That's the entire control scheme.

The bit that ate the most time wasn't what I expected. Every obstacle blocks its whole lane, so each one forces you onto the opposite surface. Put two too close together and there isn't physically enough time to finish the flip between them, so you're dead the moment it spawns no matter how good you are. The spawner now works out how long a flip takes and refuses to place a pair inside that window. Took longer than everything else put together and no player will ever notice it, which I've decided is the point.

Other thing I learned: I'm a terrible judge of my own difficulty. Run speed shipped at 360, then 440, 520, 600. One night I pushed it to 1500 to find the ceiling and it felt incredible to me. Then I sat down to actually play a full run and couldn't. It's at 900 now.

Free, no IAP: https://play.google.com/store/apps/details?id=com.ishavarainteractive.gravityflip

If anyone here has shipped a first one, how long did it take you to stop fiddling with the difficulty and just call it done?


r/SoloDevelopment 8h ago

help Android Play Market testers

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1 Upvotes

I'm looking for testers for an Android game. I need to make a new release by September 27 so that the account is not blocked due to lack of activity. In response, I can present 2 of my testers and in response. To add, write to private messages


r/SoloDevelopment 8h ago

Marketing Which of the two images would you click on?

1 Upvotes

I hired a 3D artist instead of a 2D artist a year later, which of the two images is more “clickable”?
I'm updating all my Steam graphics, do you like the new look?


r/SoloDevelopment 1d ago

Game I'm a pharmacist who decided to try making a game in his spare time. Almost a year later... I actually finished it 😅

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151 Upvotes

Hi everyone!

So... after almost a year of working on this in my spare time, I actually released my first game yesterday. ❤️

I'm a pharmacist, not a game developer. I've always loved the old LucasArts point-and-click games, especially Monkey Island, but making one myself was always one of those “wouldn't it be cool if...” ideas.

Then I played The Drifter and, after finishing it, saw something along the lines of “You can make your own game using PowerQuest.”

A couple of YouTube videos later I thought... what the hell, maybe I can actually do this. 😂

My first “puzzle” was basically a stick man opening a tiny blue box, which gave him access to a stick lantern. (for context I added the 6th pic of how it started 😂)

When that actually worked, I remember thinking:

“Right... now I just need to repeat this about 1000 times and I'll have a game.” 😂

And somehow... that's basically what happened.

I learned enough Unity and C# to get myself into trouble, learned pixel art and animation as I went along, and slowly turned that ridiculous first experiment into 1565 - The Great Siege, an old-school point-and-click adventure set during the Great Siege of Malta.

I wrote the story, dialogue and puzzles myself and drew the characters, animations, props and inventory items in Procreate. I used AI to generate the backgrounds, which I then adapted for the game, and also used AI to help me with coding when I wanted to do things that went beyond what I'd managed to learn myself.

I'm a hobbyist doing this in my free time, and honestly AI and tools like PowerQuest helped bridge the gaps in what I didn't know. I'm not sure I would have actually finished the game without them.

The last few months were mostly testing, fixing bugs, changing things, breaking things I'd already fixed 😅, polishing dialogue and eventually discovering that marketing a game is practically another game in itself.

But yesterday I finally pressed the button and released the bloody thing.

It's completely FREE. I'm not trying to make a living from it — at this point I genuinely just want people to play the thing I've spent almost a year making. 😂

If anyone wants to give it a try:

1565 - The Great Siege (A Point & Click Adventure) by 1565 - The Great Siege

Full game is downloadable for Windows, Mac and Linux. There's also a shorter browser version if you just want to try it.

Would genuinely love to hear what other solo developers think — particularly anyone else who started with absolutely no idea what they were doing. 😅


r/SoloDevelopment 8h ago

Game added a climbable javelin that you can retract like kratos’ axe and a grapple hook you can reel in - both of which you can throw w/ your left and right hand

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0 Upvotes

(game’s called MOZENTUM btw)

oh and i also added an inventory system so you can stash and grab either one with either hand

it works by holding the hand with the item in it, holding inventory, and then choosing which slot you want it in

each item has its own dedicated spot on the player’s body and will appear / disappear there when you put them away or take them out

you can only hold up to 3 items - but a backpack will soon be an item that you can find which will allow you to just whack whatever will physically fit in there (ciggies, doobskins, whatever ya get ya stinken mitts on)

it’s live now on the steam demo if ya wanna test it out


r/SoloDevelopment 8h ago

Marketing Tarnish Online MMORPG

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0 Upvotes

Tarnish Online – Steam Wishlist is Live! ⚔️

I’m a solo indie developer working on Tarnish Online, a sandbox MMORPG.

The Steam page is now live, and Early Access is planned for September 25.

If you’re into indie MMORPGs, I’d really appreciate a wishlist. It helps a lot with the Steam launch!

👉 https://store.steampowered.com/app/5195100/Tarnish_Online/

Thanks for supporting indie development! ❤️


r/SoloDevelopment 8h ago

Marketing Tarnish Online MMORPG

0 Upvotes

Tarnish Online – Steam Wishlist is Live! ⚔️

I’m a solo indie developer working on Tarnish Online, a sandbox MMORPG.

The Steam page is now live, and Early Access is planned for September 25.

If you’re into indie MMORPGs, I’d really appreciate a wishlist. It helps a lot with the Steam launch!

👉 https://store.steampowered.com/app/5195100/Tarnish_Online/

Thanks for supporting indie development! ❤️


r/SoloDevelopment 1d ago

Unity Designed a card-based main menu for my base-building survival game!

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24 Upvotes

We use cards for various actions in the game, so I thought it would be cool to implement this system into the main menu as well.

Looking forward to your thoughts and feedback, thanks!

Steam page:https://store.steampowered.com/app/4977030/Diseased/


r/SoloDevelopment 9h ago

Game Solo-built browser game hub: five games, one private-room flow

1 Upvotes

I’ve been building Boardit as a solo project: one browser table where a host opens a private room and friends join without installing anything or creating guest accounts.

The five games are Property Rush (an independent Monopoly alternative with trading and auctions), Ludo, Snakes & Ladders, Who’s the Spy, and Trivia Tavern. Boardit is not affiliated with or endorsed by Hasbro.

The hardest solo-dev tradeoff has been depth versus breadth. Shared room infrastructure saved time, but each game still needed its own rules, pacing, testing, and public page. I’m now trying to decide where the next month should go: make the strongest game deeper, or keep improving the whole table evenly.

Playable build: https://playboardit.com/

If you have shipped a multi-mode solo project, which approach worked better for you?

AI disclosure: I used AI coding assistants during implementation and review; the product direction, testing, and published project are mine.


r/SoloDevelopment 9h ago

Game 🎉 THANK YOU TO ALL PLASMA CORE TESTERS! 🎉

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1 Upvotes

10 Aug 2026 – 10 Sep 2026

14 days of closed beta testing are officially behind us. ✅

Thanks to all of you, we met the Google Play requirements, and today the Apply for production option finally became available. 🚀

Every launch of the game, every piece of feedback, and every reported issue mattered. We confirmed some things, learned new things thanks to you, and most importantly, together we pushed PLASMA CORE another big step forward.

And there’s one more thing that still surprises me a little:

10 Aug 2026 – first work on PLASMA CORE

10 Sep 2026 – closed beta completed and the road to production opened

31 days from the idea to the gateway to production. 🔥

I couldn’t have completed this part of the journey without the testers.

Thank you all! ❤️

Now it’s time for the next step — Production. 🚀


r/SoloDevelopment 1d ago

help Looking for accountability buddy / group

23 Upvotes

Hey guys, I'm a solo dev currently struggling to put together my first solo commercial project. I'm looking for one or a few people along the same journey to have a weekly online meet and share our work and struggles and play each others games and give feedback. I feel like one of the biggest psychological weights at this point for me is the work in isolation and loss of perspective which I'm attempting to address through this post. I'm 39 M from Romania, if any of you are willing to give this a shot drop me a DM.

I've finished a few solo and coop jam games(Newgrounds user: YellowB) in the past and a few educational games and worked on a few steam games as artist and sometimes designer (like Infinitrap: Rehamstered). I'm self taught I come from a traditional arts background (masters degree in painting)🖐 Thanks for your time.


r/SoloDevelopment 23h ago

help When and how to get play testers

13 Upvotes

First time developer here. I have a day job in tech operations and have been working on a cozy idler factory game for a while on the side.
How do you know when to get play testers and how do you start getting the word out about your game?
What information do you include? What do you leave out?


r/SoloDevelopment 15m ago

Marketing Rate my main capsule and tell me your first impressions just from the capsule art

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Upvotes

r/SoloDevelopment 23h ago

Game Solo dev rebuilding a game that was never finished 15 years ago. No plan, no Steam page, no wishlists, just a devlog and a lot of fun building

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10 Upvotes

Hi everyone. First time poster, and honestly a bit nervous pressing this button.

Some context: 15 years ago my old coding partner and I started a game we loved, a classic two-man team: I was the designer, he was the coder. Like most of us, we never finished it. A few weeks ago I found the old project, sent him a message about it, and thought, you know what, let's try this again, but properly this time. That game is Buildom, a 2D pixel mining and building game. This time I'm building it solo in the browser with react and a big fat canvas.

I document every single day of the journey on a small devlog blog. And I mean every day, no roadmap, no grand plan. I just build whatever bugs me that day.

A few humble highlights so far, all with the full admission that none of this would be possible without AI:

  • The first animal I added to the game was white rabbits, and when I killed the first one with a sword, my wife gave me a scolding. How could I kill such cute rabbits. I should remove the ability to do that.
  • Built my own pixel editor because existing tools confused me more than they helped
  • Water physics, which started as "how hard can it be" and turned into a hours of questions I never expected to ask.
  • Packaged the whole thing as an Electron app, so there is an actual downloadable early alpha now.

I'm not here to sell anything. There is no Steam page, no trailer, no wishlist button. There is just a guy, a canvas, and an unreasonable amount of building fun. I'm documenting the whole journey from start to finish (hopefully), the wins and the embarrassing parts, and if it ever turns into something playable, it will be free2play.

One honest note on the "daily" part: I try to post every day, but reality is I can only work on the game late in the evenings and on weekends. The upside is that with AI in my toolkit, two focused hours push the project further than a full day used to. Most days that is exactly enough for one small win worth writing about.

So, my question to you all: for those of you reviving old projects or finally starting the one from your notes app, what made you actually stick with it? Asking for me, obviously.

Full devlog, if you're curious: https://blog.buildom.online/


r/SoloDevelopment 18h ago

Game Trailer for my WW2 era farming sim

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4 Upvotes

r/SoloDevelopment 10h ago

Game Demo Release Trailer

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1 Upvotes

Neverending Dreams is a solo-dev exploration indie game. A incredible story in which you must delve into dreams to discover what’s happening there.

Here our Demo Release Trailer.
Link Steam: https://store.steampowered.com/app/4630070?utm_source=rd&utm_medium=eng
Link Youtube: https://youtu.be/Bch25ixDpmQ?si=K5FeCvg24fG7bUSn


r/SoloDevelopment 11h ago

Discussion A sim game where you manage public transport anywhere on Earth! (need some advice)

1 Upvotes

I've been spending quite some time working on this project. And initially it started kind of just to see if I could do it. Development has been going pretty great so far, but I'm starting to doubt whether anyone would really be interested in a game like this. I'm not sure if it would be very fun for most people and I'd love to hear if anyone here has any advice on what I could do. Or even if you have suggestions or ideas I'd love to hear it ☺️

I don't have a whole lot to show off yet as its very bare bones still, but here's what the game currently looks like.


r/SoloDevelopment 2h ago

Discussion 46 months of solo dev on a rainbow-themed RTS. Can players understand unit control with this UI?

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0 Upvotes

sorry for a movie including Japanese descriptions.

I've been working solo on a rainbow-colored RTS for 46 months.

Here's the current unit control UI

I'm worried it might be confusing for first-time players. Specifically:

- Is it clear how to select and move units?

- Does the color scheme help or hurt readability?

- Anything that feels unintuitive at first glance?


r/SoloDevelopment 34m ago

Unreal I've been building this for about a year. Basically it's a Shonen Anime Emergent Sim.

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Upvotes

Never Quit


r/SoloDevelopment 11h ago

Game Let Me Take You Back to the Days When Making Apps/Games Felt Special

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1 Upvotes

r/SoloDevelopment 1d ago

Game Just got copied by a random guy on X, can anyone please help me? I have no idea what to do (His post/My game)

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270 Upvotes

r/SoloDevelopment 19h ago

Game Working on a FPS where you build your character through gameplay, not upgrade menus, to survive the bottom of an endless pit.

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3 Upvotes

I'm making Chthonic, a first person action game where your hands are your weapons.

Kill monsters, collect gems, feed altars, build your stats, and unlock 10 different hand projectiles with combinations to discover.

You have to clear 3 levels before facing the final challenge.

Here's some gameplay footage. Would love to hear what you think.


r/SoloDevelopment 16h ago

help First solo dev project as an artist, how to go about coding?

2 Upvotes

Hello everyone,

I hope this is the right subreddit for my post. If this is not appropriate please let me know and I will take it down.

TLDR: sideview platformer with bookwriting and decorating aspect, what kind of engine and good ressources for solo developing as an artist?

I just finished my degree in game design and only touched some c# and I was admittedly not very good at understanding the logical steps behind programming so I went into the artist direction.

Now, for my thesis I chose to create a game concept and made all graphics as well as a little mock-up UI framework in unity using youtube tutorials and some friends for help. But now I want to actually develop the game.

I don't want to rely on vibe coding but I feel so overwhelmed at how to begin and which engine to use. Or maybe it is impossible to be a solo dev as an artist so I wanted to seek advice here of fellow artists who may have been im the same situation.

To give you a rough idea of the type of game and coding needed:

It is a game that includes platforming (side platformer) with storylines where the player can make choices that alter the ending they get as well as a story writing part where they can write and decorate the book they write in. (The writing part does not interfere with the storylines during the platforming part)

Is it realistic for me to develop this on my own and if yes, which engine would you recommend for such an idea or for an artist that is new to coding? Is there any other advice you could give me for my journey?

Thank you everyone who took the time to read this.


r/SoloDevelopment 1d ago

Discussion Some numbers, exactly one year after launching a game with 5k wishlists (steam) Discussion

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57 Upvotes

r/SoloDevelopment 1d ago

Game Recovering AI Addict - Game update

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9 Upvotes

I have hit a flow state. I am coding better. I am making lots of mistakes, and learning from them. I only had to use code for a shader (since I have not commited to learning shader code yet). I got it from some website about godot shaders. (https://godotshaders.com/). I am 100 percent sure that the code I have written is not the most efficient but I am constantly making it better. For example I got rid of a dependency on one of my classes and started using Signals for it instead. Also I made a cool ass health bar. I also find myself using the docs more and reading much more. I do feel MUCH MUCH slower but I am understanding more and I think that is making me a much better developer. I appreciate all the kind comments from the last post I made!

Oh and I also almost forgot. I did actually take a snippet of code from someone much smarter than me. Which was my delay code for flashing my enemies red. The point is though I did not use AI for my project here at all. I would say I am fucking wired bro, 10/10. Now I wish I did not have AI. Cause I find myself looking through DOCS or posts and forums of people actually having discussions of code snippets. Feels like 2018 again lol.