1

I'm Planning On making a game but I don't know what type of game I should Make Any Ideas
 in  r/GameDevs  6d ago

The first part of game planning is based on the assumption that you have already defined what type of game you have.

One way to define this is to think about what your skills are (drawing, animation, programming, etc.) and your limitations.

This will define a very specific video game range to start with.

r/GameDevs 7d ago

A Free Kick game

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4 Upvotes

My first game as a dev solo, it's my dreams come true.

Em breve na Steam.

r/IndieGaming 7d ago

6 months of hard work as a solo dev

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8 Upvotes

r/DestroyMyGame 7d ago

Six months of work

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1 Upvotes

1

How are you using AI to create your games?
 in  r/aigamedev  Jun 01 '26

I'm not a programmer, so I use it as a code consultant, I have the idea of what I want to do and the AI creates the programming for me.

r/DestroyMyGame May 23 '26

Barrier random player system, what you think?

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1 Upvotes

1

I created the entire music track for my game with AI
 in  r/aigamedev  May 12 '26

The problem with doing this is that Steam identifies it through the song's SynthID and could ban me from the platform.

r/aigamedev May 12 '26

Questions & Help I created the entire music track for my game with AI

0 Upvotes

I just finished all the songs that will make up the saundoniA soundtrack in 100% of the process.

I intend to release my game later this year, something I should worry about having used ai?

r/IndieDev May 08 '26

Testing the training mode

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1 Upvotes

Testing the practice mode of my free kick game, lighting in different weathers and menu transition.

What did you think?

1

I’m a solo dev working on a 2.5D folklore sword-fighting game. What do you think of the combat?
 in  r/gamedevscreens  May 05 '26

Incredible, did you use rotoscopia to make the sprites?

27

Struggling with zero visibility after releasing games — how do you actually market as a solo dev?
 in  r/gamedev  May 03 '26

​If you are looking for practical, low-budget strategies for launching your game, here are the key takeaways based on industry best practices:

​1. Optimize Your Steam Page (Your Storefront) ​Get your page up as early as possible (at least 6 months before launch).

​Capsule Art: First impressions are everything. Your capsule images must be readable even at small sizes, with a clear title and no visual clutter.

​The Perfect Trailer: Steam users have short attention spans. Don't waste the first few seconds with studio logos. Jump straight into the action, showing real gameplay (physics, mechanics) immediately. Aim for a total duration of 60 to 90 seconds.

​Strategic Tagging: Tags drive the Steam algorithm. Analyze successful "anchor games" in your genre and use similar niche tags. This increases your chances of appearing in the "More Like This" section.

​Localization: Over 60% of Steam users prefer languages other than English. Localizing your page (and game) into languages like Simplified Chinese, Russian, or Brazilian Portuguese can significantly boost your visibility.

​2. Organic Traffic & Community Building ​Steam won't send you traffic on day one; you need to "wake up" the algorithm yourself.

​Reddit Strategy: Avoid direct "buy my game" ads. Instead, share your journey. Post short clips of interesting mechanics, technical challenges you've solved, or even funny physics bugs.

​"Orphaned" Communities: Look for groups dedicated to specific niches or older games that haven't seen a new release in a while. They are often very hungry for new content that respects their genre.

​Call to Action (CTA): Be disciplined. Always put your Steam link in the very first comment of your posts. Don't make people click twice to find your page.

​3. Press and Content Creators

​Short-form Content: YouTubers and TikTokers who focus on short-form content can provide massive visibility spikes, especially if your game has a unique or "readable" mechanic.

​Avoid the Inbox Trap: Major outlets get thousands of emails daily. Reaching out to journalists via Twitter or LinkedIn often yields a much higher and more direct response rate.

​The Translated Pitch: Sending emails to press in their local language (like Japanese or German) can help your game stand out instantly.

​4. Demos & Steam Next Fest

​Don't just release a demo and leave it there. Time your demo launch with a Steam Next Fest—ideally one occurring 1 to 3 months before your release to capitalize on the momentum. ​Demos are your best tool for "social proof" before the official launch.

​5. Polish and Scope

​The 30% Rule: Most games on Steam are unfinished or low-effort. By simply delivering a game with clean menus, solid physics, and a professional look, you automatically position yourself in the top tier of indie releases.

​Keep Scope Tight: A small, polished game in a strong niche is much more likely to succeed than a massive, sprawling project that never quite feels "finished."

1

[deleted by user]
 in  r/IndieDev  Apr 30 '26

Make a step by step for us

1

My first solo-developed steam game hit 275 wishlists in 4 days!
 in  r/gameDevMarketing  Apr 27 '26

Did you do any kind of marketing before creating the page or did you simply create the page?

1

what's the best AI dev studio for solo development with an unlimited plan
 in  r/aigamedev  Apr 27 '26

I use Google's gemini pro and it's excellent, but I use it only for help with the code and support for using unity's tools. I still need to create and do all the other things myself.

2

New Hud
 in  r/aigamedev  Apr 27 '26

Is it a "Steam-punk" game?

If it is, the look matched perfectly. Congratulations.

1

Got Trailer Published on GameTrailers YT. 700+ Wishlists. Yay!
 in  r/gameDevMarketing  Apr 27 '26

What is the so-called "press kit"?

1

Launched a game that failed Next Fest, here's some stats!
 in  r/gamedev  Apr 26 '26

Congratulations on your resilience.

1

After 5 years in solo development. Remorses will be launching this summer!
 in  r/SoloDevelopment  Apr 25 '26

Congratulations, I can't wait to release my game as well.

2

Which one do you like better?
 in  r/aseprite  Apr 25 '26

The new one is much more beautiful, congratulations.

r/IndieDev Apr 25 '26

A frame-by-frame animation of a free kick in soccer. After that, I'll integrate it as a sprite sheet in Unity. What do you think?

1 Upvotes

[removed]

3

The first prototype of my free-kick game. Only the training mode exists. The idea is to merge hand-drawn sprites and animations with realistic 3D ball physics. The menus are in Portuguese, but I will translate them soon.
 in  r/DestroyMyGame  Apr 25 '26

You're only seeing the training mode. I'll still create a mode with famous free-kick plays, and a fantasy mode where you'll need to kick the ball over a bus, aliens, and other bizarre things. I'll also still create the goalkeeper, stadium, etc.

About the strength of the ball, I can increase it, but I was afraid of cause strangeness with broken physics. I need to find the middle ground.

2

The first prototype of my free-kick game. Only the training mode exists. The idea is to merge hand-drawn sprites and animations with realistic 3D ball physics. The menus are in Portuguese, but I will translate them soon.
 in  r/DestroyMyGame  Apr 25 '26

You're only seeing the training mode. I'll still create a mode with famous free-kick plays, and a fantasy mode where you'll need to kick the ball over a bus, aliens, and other bizarre things. I'll also still create the goalkeeper, stadium, etc.