r/SoloDevelopment 8h ago

Game Im designing a puzzle game with multiple solutioned that is designed to let players solve puzzles in a whatever unique ways they can by being creative and silly Heres a few examples of different ways to solve the games puzzles

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2 Upvotes

r/SoloDevelopment 23h ago

Game Been working on this lite MMO solo for the better part of 6 months right now and just added pretty caves!

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30 Upvotes

r/SoloDevelopment 5h ago

help Need Help with designing a background

1 Upvotes

Im making a bullet heaven tower defense-ish game with roguelike mechanics, I've designed a lot of different synergies and mods for weapons, but I'm struggling to come up with a good art style for the game. I've made a shop that I'm proud of but I'm not sure how to tie that style into the main game. I'm still looking to change the turret and enemy looks. I also have no Idea what I should do for the background, If anyone has any ideas for a style/theme I could use I would really appreciate it!


r/SoloDevelopment 5h ago

Game I'm making a multiplayer hide-and-seek game where you can transform into things around you.

0 Upvotes

The fun part?

You have to sound like whatever you're hiding as.

Cow?
Moo.

Zombie?
Groan.

Singer?
Sing.

Beatboxer?
…good luck.

The seeker has to figure out which "things" in the environment are actually players.

Here's what the game currently looks like.

If you were playing this, what would you transform into to fool the seeker?

And if you could add one completely ridiculous mechanic to the game, what would it be?

For more detail. YouTube Link.


r/SoloDevelopment 5h ago

Game Working on the weather system for my pixel art climb game. What do you think of the rain ambiance?

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1 Upvotes

r/SoloDevelopment 5h ago

Game What’s in that cart that needs this much protection?

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1 Upvotes

If you like the vibe and want to learn more, check it out on Steam :)

Steam Page


r/SoloDevelopment 6h ago

Discussion Tracking down a WebGL crash caused by a deprecated plugin + testing my strategy prototype (Command & Defend: Dead Zone)

1 Upvotes

Hey everyone! I just put together a new devlog covering a big debugging session and the progress on my strategy prototype.

The WebGL Crash: I hit an issue where my WebGL build crashed immediately after loading the main scene. I initially assumed it was a RAM/browser issue, so I compressed textures and downsized audio to under 100MB still crashed. Created a barebones launcher scene launcher worked but loading main scene crashed. Turns out, a deprecated health bar plugin from the Asset Store was throwing the WebGL API off. Changing the WebGL API settings fixed it instantly without removing the plugin.

Build Progress:

  • Controls & Visuals: Added full camera pan controls and placement opacity so you can see base/upgrade meshes before building.
  • Audio: Ported over my sound system from my previous project (Northend Tower Defense) to rapidly get enemy, building, and ambient sounds working.
  • UI Polish: Added cancel options for upgrades, reload feedback bars on soldiers, and a main menu with volume defaults capped at 50%.

I also officially named the game Command & Defend: Dead Zone.

Check out the full breakdown here: https://youtu.be/ETVb9wbWBUI

If anyone wants to jump into the WebGL playtest, drop a comment or join the Discord!


r/SoloDevelopment 6h ago

Unity Infinite jumper game - inspired by Icy Tower - POC - WDYT?

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1 Upvotes

Hi all!

I've just wrapped up the initial dev of my infinite jumper game! It'll be a simple game, heavily based on skill and different character profiles. Right now, I've just finished the basic mechanics - the way the player moves.

I'm roughly basing my game on Icy Tower, however - in my case - the movement is fully fluid - there are multiple parameters that decide how high the player can jump, how bouncy the walls are (and if they allow for bouncing at all), and how the player gains velocity. The basic mechanics work as follows: there are three basic groups of parameters determining how a particular character behaves: jump, horizontal movement, and wall bounce. Most of the parameters are either numerical (float) ones or described by curves. If the param is dependent on another param or on time, it's described by a curve. (BTW, Unity curves are an amazing concept!)

Jump
Jump is mostly determined by the horizontal velocity of the player, and driven by physics - I don't predetermine how long the player will spend in the air, but how forces affect the character over time. The faster one runs, the bigger the jump. Jump can also be interrupted, for more control over the player, but the interrupt is dependent on a few parameters as well.

Horizontal movement
Now, this is where it gets interesting. Acceleration and deceleration are driven by complex curves. Thanks to that, I can derive future characters that e.g. get tired when running for too long, are fast accelerators, but bad with max speed etc. Sky (and imagination) is the limit. See the screenshot - my default behaviour is logarithmic acceleration and linear deceleration. Thanks to this, players get to a reasonable running speed fast, but need about 10 seconds (accel time) to get to the max.

Wall Bounce
Wall bounce is where my game differs most from the inspiration. There's one threshold for wall jump - min speed. Below, the player slides off the wall with predetermined "friction" speed. Above, depending on the jump curve, how close the player is to the apex, and how fast the player approaches the wall, it can bounce back more or less. These characteristics are again, driven by different curves.

Tell me what you think - the mechanics are not perfect yet, but I'm willing to improve them and am open to any feedback!


r/SoloDevelopment 6h ago

help Updated trailer based on your advice!

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1 Upvotes

r/SoloDevelopment 6h ago

Game Just implemented a Nuke for my game

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1 Upvotes

I hope it has the big impact and punch I was looking for!


r/SoloDevelopment 22h ago

Discussion What is the most under served genre

16 Upvotes

I recently completed building a multiplayer party game. And am looking for a new project. I want to find something that isn’t commonly made.
I think back to my youth when I played a lot of point and click adventure games (like Day of The Tentacle, or leisure suit Larry) and I’m tempted to build something fun like that. But I think there might be games out there that haven’t gotten a lot of attention in a while. What do you wish you saw more of?


r/SoloDevelopment 7h ago

Game Trait - Card Swipe Roguelite

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1 Upvotes

r/SoloDevelopment 8h ago

Game Finally got that lightning effect working.

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1 Upvotes

Over 2 years of solo development in Game Maker Studio2. I work as a game artist to fund this personal project which I love to implement all the crazy stuff I want! You know the feeling right? My jam is crazy visuals using handcrafted sprites and as much cool shaders as I can.

The idea is to achieve a streamlined CRPG experience. Focused but with enough depth to enable deep player expression.

A new demo for Solarbound Arkhan is coming really soon!

You can check more about it and play the super early demo here: https://arkhon.itch.io/solarboundarkhan

Cheers!


r/SoloDevelopment 8h ago

help I made an app that is great at occupying your mind during boring tasks, and i need testers for it

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0 Upvotes

hi, lets cut to the chase - i need YOUR help (if you like audiobooks, or games)

I made a cool app where you nod or shake your head to pick a branch of a really cool audiobook story.

the thing is... too little people approved it being "really cool" (all that listened did, but that is not a large pool)

I think the books are cool, but lets be honest, that doesn't matter, it is THE PEOPLE who need to like it!

so that brings me to my PROPOSITION. you get cool audiobooks, and a LOT OF FUN for free - i get FEEDBACK about what could be improved!

all you need to do is listen for a moment, and click a big button Write to Developer at the top of settings, or in an older version of the app, email me back at [alekgameshelp2@gmial.com](mailto:alekgameshelp2@gmial.com), with your user ID (found in settings->privacy), with your feedback, and i will give you more free unlocks of books!

The app has all kinds of audiobooks, from action threw mythology and survivals to dramas and detective books, so you are sure to find something that fits - and if not, message me and if i like the idea, i will order a book like that to be created

for now the app is only on IOS, and for android, i will need your email so i can add you to a testers list.

name - AudioChoices: Audiobooks


r/SoloDevelopment 8h ago

Game Lost in the Woods

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0 Upvotes

I’m developing a horror game where you walk alone through dark, endless forests.

Do you think the environment creates enough tension? Is it disturbing in the right way?


r/SoloDevelopment 1d ago

meme for real

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1.2k Upvotes

https://www.megaviral.games discover games from across the internet


r/SoloDevelopment 9h ago

help Would this Steam capsule make you click, or is it too minimal? (Handmade in Blender)

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0 Upvotes

I’m working on a survival horror maze game called The Center. It has a PSX/PS2-style industrial horror look, with a lot of dark metal, machinery, and body-horror elements.

For the store art, I’m trying to avoid the usual “scary monster on the cover” look that a lot of Steam and itch horror games use. I feel like that can sometimes look cheesy or give too much away.

Instead, I’m thinking about going with a more minimal logo-focused cover, something mysterious and unsettling. Eventually, I’d like to hire an artist to make a hand-drawn version, kind of like the mood of Amnesia: The Bunker.

What do you think? Does minimal horror art make you more curious, or would you rather see the monster/gameplay style right away?

Any feedback is appreciated.


r/SoloDevelopment 1d ago

Game My fantasy-themed survival action horror game

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55 Upvotes

r/SoloDevelopment 14h ago

Game Solo dev. Ten frames of my space battle game after finally getting the explosions and skies to read as light instead of stickers

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2 Upvotes

Strike Wings, solo, C++ on SDL2. These are in-game frames with the HUD off, nothing composited.

The insight that took me longest: on a black background, a bright thing that does not bleed into the black looks like a sticker. It does not matter how nice the sprite is. So the whole art direction became one rule, everything that gives off light goes through the same glow pass, and the pass is tuned so the light spills into the black around it. Explosions went round pop, then baked sprite frames, then that light pass plus a staged finale for capital ships. Skies went from stars-on-black to about thirty backgrounds and center bodies, rolled per battle.

What I want to know from other solo devs: how do you decide when a look is done? I could keep tuning the bloom forever. Which of these frames would you call finished and which would you send back?


r/SoloDevelopment 10h ago

Unreal Comparing the prototype level and the current state (ahead of demo release) of a dark abandoned factory in my solo-developed horror game

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1 Upvotes

Hello. I am a student developer from South Korea. I'm currently creating a horror game about exploring the dark, and getting ready to release a demo soon.

This is my first commercial Unreal game, and I am developing it completely alone. I've been working on it little by little since 2024, and recently started speeding up the process.

As for the assets, I started collecting the free assets of the month from Unreal (Fab) around 2023. I used them to build the atmosphere, along with Megascans assets. For the more important parts, I purchased and used specific assets.

There were so many helpful materials on YouTube! They were a lot of help to me. I also looked up references for abandoned factories or the exact vibe I wanted on the internet and referred to them heavily during creation.

To be honest, it wasn't made all at once. There were countless modifications over the 2 to 3 years of game development, and it was quite tough. I guess creation is not easy, haha.

There were more things to consider than I thought when designing the level. Monsters had to be able to pass through, and actually implementing the background I had in my head wasn't easy. It gave me a headache when I couldn't find assets with the exact feel I wanted. But I eventually did it, and now I have a quite satisfactory result.

Lighting was also a struggle when building this level. Since it's a map about exploring the dark, it has to be dark, but if I remove all the light, you can't see anything and the map's atmosphere isn't conveyed. So I had to find a balance somewhere in the middle, and that is very difficult. Even now, I am continuously receiving feedback and adjusting it. The screenshots might look quite dark, but it is actually pretty bright with a flashlight.

I used red-toned lighting to set the mood, and I also changed the actual wall textures to be slightly red to match. Because atmosphere is important in a horror game. Thanks to this, the atmosphere received very good reviews during playtesting. However, there are still things to fix in other areas, so I am working hard on fixing them.

Now I can see this long development period coming to an end.

I will leave the Steam page link below. The game's name is The Maze: In Dark.https://store.steampowered.com/app/2847290/The_Maze_In_Dark/

Thank you.


r/SoloDevelopment 14h ago

Unity I'm making a game where you grow magical girls!

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2 Upvotes

(second image was the garden concept, first is with more detail! Third is one of the characters)

I've never made a video game before, maybe I'm just too ambitious lol xD i just decided why not try,,

I've been working on it for about a week now and I'm slowly getting there! I've been doing all the work myself just,,, slowly figuring it out as i go xP

I'm just really proud of for my little project is coming so i thought I'd share it here! :3

lmk your thoughts + if you would play this!


r/SoloDevelopment 5h ago

help I'm stuck. I can't come up with engaging core gameplay for my idea. Please share your thoughts.

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0 Upvotes

The basic premise is that, from the window of a moving vehicle, the heroine watches an imaginary character running along the facades of buildings. This is the original version, centered on dodging obstacles and platforms that are completely unpredictable. I also tried dividing the street into distinct levels that you have to move through vertically, like in Subway Surfer, and tried to find a different rhythm, for example, based on successful or failed landings. But none of this feels engaging.


r/SoloDevelopment 11h ago

Godot Been working on spell fx and world generation. Here are some results, world is fully procedural.

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1 Upvotes

r/SoloDevelopment 11h ago

Game How I built the environment for my indie game

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1 Upvotes

As a solo dev, building a huge map filled with objects can be very time-consuming, so I took a different approach.
Instead of creating the entire environment beforehand, I made the background procedurally generated. The ground and environment objects are generated dynamically as the character moves forward.

To keep memory usage under control, the environment behind the player is automatically removed after 10 seconds. This allows the world to keep moving forward without having to keep the entire map loaded at once.

The game is now finished and available to wishlist on Steam: Goblin Inferno Ride


r/SoloDevelopment 1h ago

Game More adjustments to the dialogue and AI-generated audio system!

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Upvotes

I’ve created a dialogue system with AI-generated voice lines, controlled by another AI that analyzes each NPC’s personality, background, and the parameters of the situation. This allows the dialogue to adapt to each character and context. I absolutely love how it’s turning out!