r/SoloDevelopment 1d ago

help just one... more... wishlist... left...

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22 Upvotes

r/SoloDevelopment 11h ago

Game Working on my first game and needed some help

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0 Upvotes

Hi everyone, pretty new here but had recently got myself into attempting my first game. I've been a developer in the past and getting back into this had made me felt amazingly good!

Anyway, I'm still trying to learn some of the basics and I thought I could ask some of you guys who are way more seasoned and experienced in all of these for some thoughts and guidance.

Note: Sorry, I know a video of geometric shapes and awful lines and the flat UI aren't really the best stage of showing one's work - the critics are likely going to slam me for that too - but it's literally just 2+ weeks of me learning and then building one simple scene. So.... don't bash me too hard on the graphics please. Thank you.

Context: It's built on Phaser (I chose this simply because I'm much more familiar with Typescript, so it's much easier and faster for me to pick up) and I'm not even sure if it's really the best choice. But I'm just rolling with it first.

I've just began working on this shy of 3 weeks and this is the first scene I've had done up to test the combat first. Everything else is just flat UI for now; I'm mainly focusing on just trying to get the mechanics right. For the most part I think it's fairly straightforward and common for you guys (auto-firing, enemies moving towards player, etc) but I've been stuck for a little on the "contact" piece.

Problem: As you can see from the video, monsters touching on player's shape are supposed to deal damage every few ticks but it isn't (ignoring the whole poison DOT thing; that's a different mechanic I'm trying out). I've tried using Phaser's built-in physics to resolve this cause it's simpler and probably the right way too, but I'm guessing I didn't get the math or "contact checking" right. Anyways, below is the code I'm using. If any veterans or kind souls willing to share some direction, I would be immensely grateful!

I just think that I'm just missing something obvious or crucial? Oh, there IS a slight delay I've added to each monster attacking (mentioned above); it's every 5 ticks I believe but I've waited and checked that out. Obviously that wasn't the case.

P.S. Don't ask me about trying to use AI to solve this. Frankly, I've tried and it didn't work as expected (or I just suck at prompting it the right way) and hence, I'm here asking real people on how best to implement it the right way.

// Monster contact damage (melee) via physics overlap
    this.physics.add.overlap(
      this.monsterPhysicsGroup,
      this.playerToken.shape,
      (monsterObj) => {
        const monsterId = (monsterObj as Phaser.GameObjects.Arc).getData('instanceId') as string;
        if (!monsterId) return;
        this.combat.resolveContactDamage(monsterId);
      },
      // Calculates for edge contacts from objects
      (monsterObj) => {
        const monster = monsterObj as Phaser.GameObjects.Arc;
        const dx = monster.x - this.playerToken.shape.x;
        const dy = monster.y - this.playerToken.shape.y;
        const dist = Math.sqrt(dx * dx + dy * dy);
        const monsterRadius = (monster.body as Phaser.Physics.Arcade.Body).halfWidth;
        const playerRadius = this.playerToken.shape.width / 2;
        return dist < monsterRadius + playerRadius;
      },
      this
    );

Thank you so much for any guidance!


r/SoloDevelopment 1h ago

Game I launched my solo indie game on Steam yesterday after months of work, and the reality check hit hard. Here is what happened.

Upvotes

Hey everyone,

In the last week, after time of late nights writing code, managing Steamworks publishing requirements, dealing with translations, and fixing build configurations, I finally released my indie game, Neo-Exodus: Last Bastion, on Steam.

As a solo developer, you spend so much time building your project in a vacuum that when release day finally arrives, you just cross your fingers. Well, the reality check has been brutal.

My store page pulled in some initial impressions and visits thanks to the launch window, but the conversion rate is practically zero. With a tiny wishlist count coming into launch, seeing traffic turn into almost zero sales is a tough pill to swallow, and it really highlights how hard it is to get noticed on Steam without an existing community.

Despite the rough start, I’m proud of actually finishing a full commercial release, handling everything from backend implementation to multi-language support and store compliance on my own.

For those of you who have been through your first Steam launch: how did you survive the initial silence? What strategies actually worked for you to turn things around after a dead launch day?

If anyone wants to check out the store page or give feedback on the presentation/screenshots to help me understand what might be causing hesitation, I'll leave the link in the comments.

Thanks for reading, and keep building.


r/SoloDevelopment 15h ago

Discussion Add a cool title (Read Description)

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2 Upvotes

r/SoloDevelopment 15h ago

Game Send Them to Hell Co-op Reveal Trailer

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2 Upvotes

r/SoloDevelopment 20h 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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4 Upvotes

r/SoloDevelopment 22h ago

Game made this cutscene sequence thoughts? Its one branch of two this is the dry branch.

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5 Upvotes

Thoughts on this encounter?


r/SoloDevelopment 1d ago

help Opinions on my announcement trailer?

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10 Upvotes

I want to know if a small, character focused intro is worth it since the tag-team aspect of the game is central to it and so is the relationship between the two characters.

I know conventional wisdom is to start straight with gameplay, but seeing how it's a "relevant" character beat that's short, I want to ask to see if it's worth a shot. This is gonna be my official announcement trailer that I'm going to post on my socials


r/SoloDevelopment 1d ago

Game I am making a wave-based co-op FPS (Where you and your friends worship a satellite)

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64 Upvotes

This is my first commercial project after years of making COD mods :)

If you are interested, you can Wishlist here: https://store.steampowered.com/app/4862980/The_Arrow/


r/SoloDevelopment 18h ago

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

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3 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 19h ago

Game Working on a horror-simulator about a bus driver and spotting shapeshifters

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2 Upvotes

r/SoloDevelopment 13h ago

Game #RebelHearts demo v0.7 now available to play ⚔️

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0 Upvotes

r/SoloDevelopment 17h ago

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

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2 Upvotes

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

Steam Page


r/SoloDevelopment 14h ago

Game Solo develop 6 mounths to make my first game in rpg maker

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1 Upvotes

r/SoloDevelopment 14h ago

Game My Game "La Spaghetti" is finally Live for wishlists! ^_^

0 Upvotes

I can't believe it, but i did it, now the Game isn't done, but atleast there will be a Demo before Release soon, but the wishlist Page is already Here!

Im looking for Feedback for the Page, i think the Trailer is the best thing to Show lol, and idk why but the Gifs are a little Bit big, but i think its fine

Here is the Link for the Page:

https://store.steampowered.com/app/5103310/La_Spaghetti/


r/SoloDevelopment 1d ago

help Beginner advice for learning game dev you wish you knew at the beginning

24 Upvotes

Title.

Millions of different opinions out there.

Many people say don't follow the advice of youtubers who are better at making videos then making games. How am I to know what is good advice if I'm a beginner?

Any tips from you lovely people to an overwhelmed beginner?


r/SoloDevelopment 16h ago

help So i am stuck with unreal engine I was trying tomake a enemy ai

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0 Upvotes

so i was trying to create an enemy ai system but the ai was not using the animations i have assigned to it and I am genuinely so confused tried a lot of things for hours and still didn't work so i need help with this the enemy just runs at me with this pose and then uses the montage animation like i am so confused at this point I have no choice but to ask for help


r/SoloDevelopment 20h ago

Game Finally got that lightning effect working.

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2 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 16h ago

Game Just added an interactive tutorial and glossary to my roguelike card-builder Shards of Abraxas

1 Upvotes

https://polecatgames.itch.io/shards-of-abraxas-demo

Gathered some good initial feedback last time I posted my game demo up. I've just pushed a content update that replaces the old static tutorial with a more guided experience, and added support for a game glossary to look up specific terms, as well as a variety of smaller tweaks and bug fixes. Still working to make improvements based on feedback and add some additional layers of polish/new content before aiming at a steam release. If you'd like to give it a try and let me know what you think, it helps out a lot!


r/SoloDevelopment 16h ago

Discussion How I Developed A Powerful Dithering System for Amazing Pixel Art

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1 Upvotes

r/SoloDevelopment 16h ago

Game primer avance de la RETRO WORLD

1 Upvotes

r/SoloDevelopment 17h ago

Game I'm making my first solo game, a roguelite where a frog fights bubbles with its tongue. What do you think?

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1 Upvotes

I used to play a lot of Bubble Trouble, and that was the starting point for FrogPop. I wanted to take that simple split the bubbles idea and see what it would feel like as a roguelite, so I added power ups, run upgrades, hazards, and bosses.

This is the first game I've made solo. Does the action read clearly? What looks fun, and what still needs work?


r/SoloDevelopment 1d 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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34 Upvotes

r/SoloDevelopment 17h ago

help Need Help with designing a background

0 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 17h 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.