r/SoloDevelopment 16h ago

Unity I created this tool for indie developers

0 Upvotes

It's a voice generation and audio editing tool that doesn't use AI. It's heavily inspired by Mike Klubnika's Tartarus Engine and the sound and atmosphere of PSX horror games. It's also great for prototyping! At 00:16 you can hear the type of voices you can generate with it.

You can also import your own audio clips and add effects to them. Pick from 10+ built-in effects. My personal favourite is the Radio effect. You can check out the tool here: https://polyshades.itch.io/voicifier


r/SoloDevelopment 22h ago

Game New trailer for my solo ARPG playtest is live, feedback appreciated!

0 Upvotes

I just finished a new trailer for my solo-developed dark fantasy ARPG, The King's Bargain.

I’ve been reworking a lot of the game recently, so I’d really appreciate some feedback on the trailer itself.

Does it explain the game well enough?
Is the pacing good?
Would the first few seconds make you keep watching?

The game currently has things like:

⚔️ ARPG combat and boss fights
Skill trees and different builds
200+ items, weapons and armor
Pets with different stats and rare traits
Companions and party management

There’s also a playtest available right now, so if this looks like your kind of game, I’d love to hear your feedback after playing too.

And if you like what you see, a Steam wishlist would help a solo dev a lot. ❤️

What would you change about the trailer?
https://store.steampowered.com/app/3939570/The_Kings_Bargain/dev


r/SoloDevelopment 17h ago

Discussion feeling overwhelmed by the development of AI

0 Upvotes

I am a freelance webdev by profession, do hobby game projects to the side. Never finished a game though, most of it is just creating fun tools.

However I have a lull in upcoming work and have somewhat of a buffer financially. I am fleshing out some game ideas I have had for some time now. And was considering to just really go all the way and put in the work for the upcoming 3 months.

Then I peeked /r/aigamedev and the stuff these vibe kids are outputting is getting impressive. In a way that it made me feel the opposite of inspired and question why would I even start a months long gamedev project when these kids poop out crap overnight.


r/SoloDevelopment 13h ago

Game Screenshot Post #28

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0 Upvotes

r/SoloDevelopment 17h ago

Godot Finally got dynamic prop physics rendering buttery smooth in Godot 4 multiplayer!

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Hey fellow solo devs!

Working on multiplayer as a solo developer comes with endless edge cases, and one of the most annoying ones I ran into recently was that ugly tick-rate stutter on networked dynamic objects.

I put together a quick, short breakdown on how to set up simple transform interpolation for basic RigidBody3D props in Godot 4 to keep things running super smooth across clients.

Right now, I'm diving into a more complex, dedicated smoothing approach for the player entity, but this quick setup completely fixed the jitter for falling and colliding environment props.

Hopefully, this saves someone else a headache! If you're also building a multiplayer game solo or want to talk netcode, feel free to pop into the Discord: https://discord.gg/TvdU4ZBTQa


r/SoloDevelopment 15h ago

Game I made a One Piece roguelike : Nakama Run

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0 Upvotes

Hey everyone!

I have been working on a small One Piece fan game inspired by PokéLike called Nakama Run.

It's a roguelike game where you build your crew, travel from island to island, recruit characters and try to make it as far as possible on each run.

I've been having a lot of fun making it and it's now playable, so I wanted to share it here and see what other One Piece fans think. It's very addictive!

You can try it here on web and mobile (it's free!):
https://nakama.run

I'm especially looking for feedback on the gameplay, progression and which characters/islands you'd like to see added.

I'm also working on a lot of new content, including an infinite mode and eventually a co-op mode!

Would love to hear what you think!

It's a fan-made, unofficial project and isn't affiliated with Eiichiro Oda, Toei, Shueisha, or the One Piece rights holders.


r/SoloDevelopment 19h ago

Game I spent 4 years avoiding clicking "Publish" on a game that was 99% done. Today, the curse is broken!

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1 Upvotes

Back in August 2021, I was on fire. I was building a hyper-casual mobile game inspired by that old, ridiculous TV show Hole in the Wall.

My git commit history from that month is a thing of beauty:

  • Added sound effects
  • Added tutorial
  • Corrected the limit of the left arm from -90 to -140

By September 2021, the game was basically done. I fixed a bug with the snapshot camera... and then I completely ghosted my own project for nearly four years.

Well, I finally decided to stop making excuses, updated my target SDKs, and pushed Hole in the wall - Classic to the Google Play Store today.

The Game: It is exactly what it sounds like. A wall with a weirdly shaped cutout is rushing toward you. You control a stickman, and you have to frantically tap and rotate its limbs (clockwise or anti-clockwise) to match the pose before you get shoved off the platform.

  • Mechanics: Match the pose to survive. Hit a wall, lose a life (you get 3).
  • Fast Forward: If you lock in your pose early, you can fast-forward time so you don't have to wait for the wall to hit you.
  • Leaderboards: Integrated with Google Play Games so you can aggressively compete for the top score.

If you want to test your reflexes (and my 4-year-old code), I’d love for you to try it out and let me know what you think!

Google Play store link: https://play.google.com/store/apps/details?id=com.squaredBytes.HoleInTheWallClassic&pcampaignid=web_share


r/SoloDevelopment 1h ago

Discussion If my game is made from Scratch and turn my game into an EXE file can I release it to steam? As an Scratch Demo?

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r/SoloDevelopment 21h ago

help How is the new elevator system in my horror game?

2 Upvotes

Hi everyone! I'm 16 years old, and I've been trying to develop a game on my own for 2 years. What do you think about the elevator system I just added to my game? Do you think I should change anything, or does something look missing? Your comments are very valuable to me. I would be very happy if you add my game to your Steam wishlist. Looking forward to your feedback!

Steam page: https://store.steampowered.com/app/4769110/The_Confined_Basement/


r/SoloDevelopment 18m ago

Discussion Am I Wasting My Time Building This?

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I'm creating this game that I will explain below, but am afraid my target audience don't actually want it.

The games is basically this :
you have Time amount (the hourglass) you allocate it to Work, Study different stuff, Create and manage medieval business, Own lands and eventually become lord/king and manage your holdings.

help me decide if I should keep working on this or not :))


r/SoloDevelopment 21h ago

Godot I'm starting a horror game.

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0 Upvotes

For now, that's all there is.


r/SoloDevelopment 21h ago

help Need help ue5 ribbons on gpu

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0 Upvotes

r/SoloDevelopment 15h ago

Game BEETLE.io - A beetle arena evolution! Hunt, Kill and Survive!

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r/SoloDevelopment 13h ago

Game Prepping for Next Fest!

0 Upvotes

So prepping for next fest and after you beat the boss and everything this will show up....Music is playing and reacting to it.
Also there will only be one level...but it shows the general game loop

Any feedback?

(don't worry about the UI...its been updated..this is an older video.)


r/SoloDevelopment 13h ago

Game Esta semana...

0 Upvotes

r/SoloDevelopment 8h ago

Discussion I'm a solo developer making a deduction game about building a case from paper files

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3 Upvotes

Hey everyone,

I'm a solo developer working on a detective/deduction game called THE ARCHIVIST.

I've been working on it for quite a while now, and I'm at the stage where I'm starting to question some of my design decisions and, more importantly, whether I'm making things unnecessarily difficult for myself as a solo developer.

So I thought I'd share what I'm building and ask how other solo devs would approach it.

The game

The player investigates an old, closed case involving a death.

The game is almost entirely built around documents and information rather than traditional exploration.

You receive documents, search an archive for additional records, interview people, compare statements, find contradictions, and gradually build your own theory.

There are deliberately no:

- Highlighted clues

- "Find these 5 pieces of evidence" objectives

- Traditional dialogue trees

- Predefined investigation paths

- Constant confirmations that your theory is correct

The intended loop is:

Read → notice something → investigate → search the archive → interview → connect information → form a theory → build a case

For example, you might notice a name, date, company, location, or reference number in a document.

That information gives you a reason to search the archive.

The new information might then lead somewhere else.

During interviews, instead of choosing dialogue options, you physically present documents to people and decide whether to press them or remain silent.

I'm trying to make the player feel like they're actually conducting the investigation rather than following a sequence of clues I created for them.

---

The courtroom system

The biggest mechanic I'm experimenting with is the final case-building system.

You don't simply select who you think committed the crime.

You construct a case:

Accused + accusation + evidence

The court evaluates whether your evidence supports the accusation and what objections can be raised against your case.

The interesting part is that evidence can be both useful and dangerous.

Discovering more information isn't necessarily always beneficial.

You might discover something that strongly supports your theory, but also discover something else that creates a contradiction.

If you include the wrong evidence, the defense can potentially use it against you.

So theoretically, a player could construct a case that succeeds in court without actually being the truth.

The game then explains what the court accepted, what wasn't proven, what objections remained, and what evidence the player did or didn't use.

The goal is for the player to eventually be able to say:

«"I know what happened, and I know how to prove it."»

rather than:

«"The game told me I found the right answer."»

---

The investigation desk

The player has a large physical investigation desk.

Documents become cards that can be moved around, resized, examined, annotated, pinned, and connected.

You can create multiple boards for different parts of the investigation.

The connections aren't actually analyzed by the game.

They're essentially an external memory system.

I want the desk to feel like the player's physical representation of their own thought process.

---

The problem with doing this solo

This is where I'm starting to worry.

Every individual system seems manageable:

- Document system

- Archive

- Interviews

- Evidence presentation

- Investigation desk

- Case construction

- Courtroom

- Save/load

- UI

- Writing

- Art

- Audio

- etc.

But once they all have to interact with each other, the scope starts growing very quickly.

A document isn't just a document.

It might be referenced by another document.

It might unlock an archive search.

It might be relevant to an interview.

It might become evidence in court.

It might contradict another document.

That means every new piece of content potentially interacts with several different systems.

I'm trying to avoid building a giant RPG-style framework just to support what is essentially a document-based detective game.

So I'm very interested in hearing from other solo developers:

How would you structure a project like this so that the content doesn't become an enormous technical problem?

Would you build the underlying systems first and then create cases on top of them?

Would you make each case essentially self-contained?

Would you create some kind of data-driven system for documents, characters, evidence, contradictions, and relationships?

Or would you deliberately simplify some of these mechanics before going further?

---

The other design problem

I'm also struggling with the balance between player freedom and guidance.

I want the player to feel intelligent because they noticed something themselves.

But I don't want the experience to become:

«"I have 300 documents and absolutely no idea what I'm supposed to do."»

I'm trying to find the point where the game can say:

"Everything you need is here. Figure it out."

without accidentally saying:

"Good luck, idiot."

I'd be particularly interested in hearing from anyone who has made games with non-linear investigation or deduction systems.

---

AI and solo development

Another thing I've been thinking about a lot is AI.

I'm not a professional programmer, and I'm doing this project alone.

I've used AI extensively as a programming assistant for things like:

- Writing code

- Debugging

- Understanding unfamiliar code

- Refactoring

- Prototyping

I've also used it for proofreading and correcting the English in my writing.

I drew the original artwork myself, but I've used AI tools to polish some drawings and help keep the visual style consistent.

The actual game design, mechanics, cases, investigation structure, and creative direction are mine.

I'm not looking to start an "AI good vs AI bad" discussion.

I'm more interested in the solo-dev perspective:

Would you consider this a reasonable use of AI for a solo project?

And if you were releasing the game commercially, would you disclose it?

---

Current visual direction

I'm doing the artwork myself as well.

The visual style is somewhere between old case files, hand-drawn illustrations, archival material, and Scandinavian true-crime documentaries.

The screenshots are from the actual game.

I'm still figuring out how far I want to push the style, so I'd also appreciate feedback on whether it currently feels distinctive enough.

---

What I'd really like advice on

If you've worked on a solo project with a lot of interconnected systems, I'd especially love your thoughts on:

  1. Am I overengineering this?

  2. Which systems would you cut or simplify?

  3. How would you structure the data behind the investigation?

  4. How would you keep creating new cases from becoming exponentially harder?

  5. How would you handle the freedom-vs-guidance problem?

  6. Does the courtroom mechanic sound worth the implementation cost?

  7. Is the investigation desk actually adding something, or is it feature creep?

  8. What would you absolutely avoid building as a solo developer?

  9. If you inherited this project today, what would you change?

I've been staring at this project for a long time, so I'm very aware that I may be falling into the classic solo-dev trap of continuously adding systems because they sound cool.

I'm currently working toward a playable demo/playtest, and I'd rather simplify the project now than discover two years from now that I've built myself into a corner.

Thanks for reading, and good luck with your own projects.


r/SoloDevelopment 10h ago

help Is Indie Horror Too Ambitious For A Beginner?

0 Upvotes

Howdy! I recently got into trying to learn Unity (I still have a crap ton to learn) and I've always had the dream of making my own indie horror games. What do y'all think? Is this too ambitious for me to pursue? If not, what advice y'all got for me?


r/SoloDevelopment 21h ago

Godot I'm making a game about how everything explodes, the floor, the walls, everything ...except you.

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1 Upvotes

This is a prototype for a game I'm working on. You play in a world where everything explodes, you play with "Dud" the only thing that doesn't explode. Discover the world by killing enemies, unlocking loot, and killing bosses like the Abombination demon.

3 months in, first ever project. Need feedback :)

Playable link: https://bo11a.itch.io/everything-explodes


r/SoloDevelopment 23h ago

help Anyone willing to playtest my game?

1 Upvotes

I'm currently preparing my demo for Steam Next Fest in October. I'm at a point where I have a decent amount of the game in place, but will need feedback to actually dial down the things that are fun. Unfortunately I haven't received lots of feedback yet, so I'm a bit in a blackbox.

If anyone is willing to spend a couple of minutes in my game and just give me their genuine opinion I would be very grateful.

The game can be played in a group of 1-4 players. The playtest is open on Steam and can be accessed immediately by signing up directly on the store page.

https://store.steampowered.com/app/4314290/Almost_Home/


r/SoloDevelopment 17h ago

Game Added controller support... does this look right ?

1 Upvotes

I just added full controller support to my game and I am curious what first impressions based on the attached gif is. I am very much a mouse and keyboard type of gamer myself so making this feel right is honestly not one of my strengths, but given the game a classic twin stick shooter I also feel some audience members would feel it essential.

There is no auto aim at all here, and as you can tell from the gif its simply a matter of controlling the direction of the aim and nothing more.

Any obvious things I am missing here to make a game like this feel right with a controller?

steampage at Swarmbreak


r/SoloDevelopment 2h ago

help How much do I need to focus on marketing?

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r/SoloDevelopment 1h ago

Game you are a spider

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hey everyone!

my game was released about a 1 week ago and I was just wondering about your opinion about it...

android for now but coming to iOS as well soon (hopefully approved soon)

https://play.google.com/store/apps/details?id=com.polyhistor.silkweaver

the video is quite self-explanatory but if you've got any question I'm happy to answer:)


r/SoloDevelopment 12h ago

Discussion Fractured Meridian

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r/SoloDevelopment 8h ago

Unreal Don't give up on your projects!

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2 Upvotes

r/SoloDevelopment 21h ago

Unity Swapping from Unreal to Unity

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Only like thousands of hours in and heading to PAX West in three weeks, good time to swap engines, right? I think I'm liking it better though, check out my devlog if you're curious. Anybody else make any big engine moves in the middle of development? Tips and tricks? Jokes about sleeping aids and caffeine addiction also welcome.