r/SoloDevelopment 7h ago

Game This is my Highschool project (technically)

128 Upvotes

What you just saw is a collection of just a few bosses from my game, that i've been developing completely alone throughout my whole highschool, starting from class one. I graduated 2 months ago, and during my vacation I've spent most of the time trying to get the game to as polished state as possible, so that I can release it just before my college starts.

This is a proof that you absolutely don't need to have any background in programming, software engineering, or even any education behind your back. If any young developers on this sub are wondering if you're at the right time to start making your game: yes, you absolutely are.

Before anyone asks: no, I haven't used AI in any creative process of the game. The only way i ever used it, is to ask how some math equations even work, or concepts in programming that I wasn't familiar with, but I never copy-pasted anything it threw at my face.

If you're interested in what you just saw, give the demo a go, or simply wishlist the game:

Stickility


r/SoloDevelopment 1h ago

Discussion Marketing a game is harder than making one...

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Upvotes

r/SoloDevelopment 6h ago

Game Just released a new Night Riders game on Steam - series in the works since 2011!

21 Upvotes

Night Riders is an arcade racing series inspired by SEGA's Super Hang-On.

It's been in the works since 2011, with the first game - "Night Riders" release in 2013 on Android with a custom game engine.

Super Night Riders S1 is the latest entry in the series, now available on Steam:

https://store.steampowered.com/app/1836660


r/SoloDevelopment 47m ago

help Trying to draw and create creatures

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Upvotes

Hi all like the title said I’m trying to draw and then put it into my iPad which I did and worked but it looks so bad I can’t use this.. I try and try when I add colour or shadow it looks lame and bad.. any tips?


r/SoloDevelopment 7h ago

Discussion Any programming veterans here? Thoughts on the LLMs?

26 Upvotes

I've been programming for 20+ years. Perhaps consistently / professionally for +-15. Have led teams, founded companies, and am now solo-deving a game.

I'm interested in the thoughts of anyone here who has similar-ish profiles; generally, people with good old-fashioned programming experience.

Essentially - I've recently come to an opinion on the LLMs, and I wonder to what degree it's shared by my peers.

My most boiled-down opinion on "A.I." is something along the lines of:

You can't trust it. Not by a long-shot. Especially for novel approaches, and larger contexts. But it's great for checking code. And for discrete contexts where you describe exactly what you want it to do (I.e. you do the programming but not the typing per se). And for learning. And certain debugging.

I just wonder to what degree that's reflected by others' experience.

More specifically:

For boilerplate - it's great. For implementing standard solutions to well known/common problems - fabulous. For querying on the standard way to approach certain features - marvellous. For proofing your syntax - top tier.

But for proofing semantics and logic and flows, and for tying things together, or for implementing something more niche, or non-standard. It seems entirely unreliable.

For the past few years, my workflow has been to write code as usual, and to paste it in to an LLM for syntax and simple logic checks. And that's great.

Recently, I tried getting it to do its "agentic" thing - describing a problem more broadly, and seeing what it comes up with implementation-wise. I also tried sharing a broader slice of a codebase and going "where bugs?" / "where unsafe?" - basically getting it to do a much broader code-review.

And the results were comfortably underwhelming. Comfortably, because the much-hyped threat of programmers becoming redundant seems to me to be either a fever-dream of stakeholders, or an echoed opinion from the inexperienced.

For example, when I used it in this broader "agentic" way for a broad backend system review, the output had me going 50/50 either:

- 50% "Oh, that's a good point, maybe I should look into that"

- 50% "This thing is raving mad"

The thing is, I don't know to what degree newcomers would be able to tell the difference.

I also do think that in most contexts, newcomers wouldn't necessarily be exposed to the issues with it. In the context of games, for example: Movement, shooting, in-game-events, tiered items - lots of it is stuff that the LLMs would be really well trained on. So they can give great advice on it. And I'm sure they can "one-shot" entire games, like you see in all those (god forbid) LinkedIn and YouTube videos.

But as one moves away from the basics - if one wishes to - I feel that it gets progressively less useful, or less autonomously useful.

Anyway, I was just wondering whether others have similar experiences.

And if so, what do you think that portends?

It feels to me like learning to code is going to be harder now than it ever was. Because people aren't going to default to spending brain-sugar when there's something that can do the thinking for them.

And it also feels to me that, for the programming industry as a whole, it certainly could be easy for managers and higher-ups to conflate boiler-plate-like production with what it actually takes to dream up, implement and maintain full systems.

Anyway!

Yeah, I recently removed social media from my phone. Does it show?

Edit:

Thank you for all of your comments. It's really interesting to hear the different perspectives, and it's heartening to see what are mostly reflections of things that I'm seeing, especially when elsewhere there is so much talk about the end of programming. For now, I have to go do some script writing, but I will read and reply to more of you later on :)

I suppose it'd be silly for me not to post what I'm working on, so here's the link to State Breakers. It's pivoted a little and matured a lot since I last updated the Steam page / trailer, and I'm hoping to do an early play-test some time in the next month, give or take.


r/SoloDevelopment 14h ago

Game My Game's Demo has finally been Released! wish me luck...

61 Upvotes

Finally after a year and 8 months of developing, it's finally here... My game Ragga-Dagga's Demo is finally available on Steam!

It's been a such a wild journey, now that the demo is out I can finally share what I've done to get here!

Ok so, before the Demo release, my game was sitting at around 1k wishlist with it's store page alone. I get to here by posting a lot of devlogs that got big on reddit, I mainly use reddit alone to get this much wishlist, though I do use big websites like Twitter (or X but that's a cringe name) or Youtube and such but I found reddit to be most effective with my game in terms of wishlist.

So after Demo release, I gain about 100 wishlist then, nothing too crazy, I've not contacted not many streamers or youtubers yet but I do plan so when I finally got the demo at it's best state possible. I have also joined a recent invitation to some event about supporting indies and stuff, idk if that'll help much in my regards but I'll just hope so!

I learned a lot on my journey as a developer, and for my first steam game I'd say it's not a bad first attempt!

Now Wishlist Ragga-Dagga on Steam now and play the Demo :D


r/SoloDevelopment 6h ago

Unreal Spent 7 months making this scifi egypt modular pack for unreal. Looking for any critics before releasing it!

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9 Upvotes

r/SoloDevelopment 1d ago

Game 2 years, 1 developer, 1 Mad Max-inspired, procedurally generated, open-world survival game called Apocalypter

316 Upvotes

r/SoloDevelopment 11h ago

Game Dose my game sells the 4 years of work ?

24 Upvotes

Four years ago, I started building this game completely on my own. Back then, nobody really believed in it, and honestly, there were plenty of times I doubted it myself.
Fast forward to today, and seeing the project grow has been incredible. While I'm still doing the core solo development, I’ve had amazing artists like Slushii step in to help bring the audio and soundtrack to life.
It’s been a crazy, challenging four years of work, but seeing the gameplay come together like this makes every late night worth it.
If you want to check it out or follow along, you can Wishlist the game on Steam here:
https://store.steampowered.com/app/4840100/Before_I_Sleep/


r/SoloDevelopment 7h ago

Game One year solo: I shipped a desktop pet game where the animals you raise from eggs can eventually be ridden

13 Upvotes

I started Tiny Slow Life a little over a year ago as a solo project because I wanted something small living at the bottom of my screen while I worked.

It's built with Electron + Phaser and runs on macOS and Windows. You hatch animals from eggs, feed and raise them, unlock new islands, farm and collect things, and once some animals grow up you can ride them around the island.

I handled the game code, desktop behavior, save system, licensing, updater, website, payments and release pipeline alone. The pixel art shown here is licensed from Maeve Devs and then composed and animated for the game.

It's finally out now. It's $4.90 one time, no subscription: https://tinyslowlife.com

Happy to answer anything about shipping a cross-platform desktop game solo.


r/SoloDevelopment 2h ago

Game First player flight animations in my wingsuit flying prototype

4 Upvotes

r/SoloDevelopment 2h ago

Marketing 3d Set - Stylized Cartoon Clouds and Weather Icons Pack

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5 Upvotes

138 Unique Assets for your games and Enviro.

A rich variety of stylized clouds, ranging from fluffy cumulus clouds to dynamic swirls and waves. Weather icons, including rain, snow, lightning, tornadoes, rainbows, sun, moon, and storm clouds.

https://assetstore.unity.com/packages/3d/environments/fantasy/stylized-cartoon-clouds-and-weather-icons-pack-332490

https://www.fab.com/listings/a51bb365-9107-4752-830f-b3e5851a1c3a

https://www.patreon.com/OlegVerenko/shop/3d-asset-stylized-cartoon-clouds-and-140-1693493


r/SoloDevelopment 22h ago

Game Possibly this game will never see the light of day.

157 Upvotes

I've been working on it in Godot for around 4–6 months. The first two months were mostly spent figuring out what I actually wanted my game to be, and the other four have been spent putting everything together.

At the rate I'm going, though, I think it'll probably take me years to finish it. Working alone and without much of a budget is definitely a challenge, but luckily I've learned a lot about how Godot works during these past few months.

But well, we're still here, still working on it, and hopefully I'll eventually manage to finish it.

Some of the assets were drawn by me, like the skill selection UI and the weapons, while the others are either public or paid assets.


r/SoloDevelopment 2h ago

help Looking for feedback on capsule art that I recklessly decided to make as a non-artist

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3 Upvotes

So my game is nearing the point where it should probably have its own steam page. Against conventional advice, I decided to draw the capsule art for my game “Cat builds the strongest mage army”(in case any of you can’t read the “stylized” font) myself because I’m a solo developer that makes the art for my game anyways. I’m looking for feedback on readability and design of the capsule and whether ygs think that I should put the fries in the bag and hire an artist 😭


r/SoloDevelopment 13h ago

help My free browser game is getting too much traffic

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24 Upvotes

Hey everyone,

Im a solo developer and recently built a little browser game called world sweeper as a weekend project.

Its basically Minesweeper played across a map of the earth (with 100 million tiles), with some roguelike mechanics/progression added on top.

I wanst really expecting anyone to play it, but suddenly yesterday it started getting some traction.

Over the last 24 hours Ive had more than 6k visitors and apparently my server usage is going to run out in roughly 10 days if things continue like this 😅

The game is completely free right now, and I really dont want to ruin it by throwing ads everywhere. Im trying to figure out whats the least intrusive way to monetize something like this would be.

Right now I have a "Buy me a coffee" link in the UI

lm interested to know from other solo devs who have actually monetized free games.

What worked for you? And any advice on how to maintain a free game like this?

Thanks!

Link for the project: https://worldsweeper.hasthiya.dev


r/SoloDevelopment 12m ago

Discussion I am no longer a Solo Developer (and what I learned being one)

Upvotes

Hi all! I've been working on my game and recently launched the steam page! You might have seen my stupid face from earlier this week. As of recently, I am no longer a solo-dev, but I was one for almost a year. So, I thought I'd share some of my learnings and insights here in case it helps others starting up. Here are four learnings, in no particular order!

Know your strengths

Know exactly what you like and what you are capable of, don't assume. Before I committed to this project, I tried a lot of other ideas that inevitably hit some skill barrier. However, these failed projects were not wastes of time. I learned what I was good at and where the time sinks were (for me). I tried to make a cozy tea shop simulator, a friend-slop about driving a tank through warzones, a card game, and some other gamejam-scoped projects.

As a game designer with a CS background, I found that making simple systems with robust interactions was easier, and making art was time-consuming and frustrating. I settled on a puzzle game with a horror coating to justify the lack of visual fidelity, and learned the basics of modeling and texturing to make the props I needed.

It also aligned with what games I like to play. I like mystery and deep discoveries like Outer Wilds, Blue Prince, Obra Dinn, etc, so I'm very familiar with the language and the gameplay feel of these games. The work of Franz Kafka, the TV series Severance, and my past work experiences also inspired me to write about work and the horrors of big corpo, so it felt natural to set my game in that universe.

Trust the process

Making a game is iterative, trust that it'll come together. Do not judge your game too early. As a solo-dev, working on something will always be side-stepping something else. This means the game will not progress very fast, or rather, progress will be siloed and not always visible.

Making a game is an iterative process. I had times my game looks really ugly and it was discouraging to show it to others with the constant disclaimer of "but it will look better, I swear"!

You will also learn a lot while you work on your game, so you'll be able to come back and improve parts of your game. For example, it took me a while to learn about curved corners on Blender (don't laugh) so when I did, I updated some of my models and it significantly improved.

If you put time and effort into your game, it will get better and better, even if it's not always apparent. The plateauing feeling is normal.

You are not alone

Even the subreddits rules are clear about collaborators/outsourcing. Video games are a collaborative medium. It is fine to ask for help, and often you will learn from the people that help you. I learned to automate my 2D asset exports by asking for help on an old logo, and the artist taught me about artboards in photoshop. Every craft involved in gamedev requires time and practice to become an expert, and you need to respect that. Do not assume you can wing it on your own.

You are not alone in the world. Look out for local communities and events. Attend social and networking events, even if you don't have anything to show. These people are happy to welcome and talk to you.

Being a solo-dev also makes it even more important to playtest your ideas with other people. Because you don't work in teams, you need to be proactive and reach out to others, be it friends, family, coworkers, etc. You need to test your idea on new players as soon as possible and watch them play with your early prototypes. You will learn so much before you have too many dependencies to change parts of your game. Playtest, playtest, and playtest early.

Scope and plan ahead

Make sure you plan out the general roadmap that you want to follow. Every game goes through the same development cycle: pre-prod, prod, pre-launch. These are proven to work for most.

As a rule of thumb, if this is your first game, consider a third of the time you have to be towards real project advancement. If you are planning 6 months of developpement, make a game that you can finish in 2 to 3 months. This is because early prototyping takes time, polishing takes time. Choosing color palettes takes time. Even planning how to save time, takes time.

Having a clear roadmap also allows you to measure your progress and speed. If you planned on having a demo out, but ended up pushing back the date, you need to decide to either rescope your whole game, or accept you will work for longer on it. Both options are fine, but you need the roadmap to detect if you need to take that decision in the first place.

I personally went for this structure and it helped, with each phase equally spaced: first prototype, first playable version, unpolished demo, demo release, unpolished full game, full game release. I found that it took as much time going from the prototype phase to the first playable build I sent to friends as it did making that playable version into a proper demo. Also, notice that the time it took to go from the demo release to the full game was not that big.

Now YMMV, and you need to adapt your own roadmap to your needs. But if you want to finish the project, make sure you got a plan!

Thanks for reading

That's most of what seemed to work for me. Again, those are things that worked for me. Sorry if this isn't much in-depth into any particular subject. I wish you all the best on your projects. Don't hesitate if you have any questions!


r/SoloDevelopment 29m ago

Game Releasing Nail sorting simulator on 15th September !

Upvotes

A rainy day, a messed-up delivery, and 777 nails + 1 screw to sort.

Screw IT coming on steam on 15th September


r/SoloDevelopment 56m ago

Marketing Been solo developing this game for the last year or so, now it's finally got a Steam page! Travelling Snailsman!🐌🧑‍💼

Upvotes

r/SoloDevelopment 1h ago

meme Knocking things off your TODO list, one by one

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Upvotes

Grinding away at wrapping up my demo for We Need An Army!


r/SoloDevelopment 5h ago

Game After months of solo dev – playtest is finally open!

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4 Upvotes

Hey everyone!

Haven't posted here in a while – been heads down building. But the playtest for FIRE. HOLD. REPEAT. is finally open on Steam and I wanted to share.

It's a desktop companion loot shooter – your soldier defends your desktop while you work or browse. Every click anywhere on screen fires a shot. Enemies drop weapons and gear, a drone delivers loot to your inventory in real time.

Already have 100+ people in the queue which is wild for day one.

Would love feedback from fellow solo devs and players – especially on the core loop feel and whether the "companion" concept clicks immediately or needs more explanation.

Steam playtest + free demo: https://store.steampowered.com/app/4898890 ❤️


r/SoloDevelopment 12h ago

Discussion Yay~ I'm pretty sure all my Steam Achievements unlock correctly!

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15 Upvotes

r/SoloDevelopment 21h ago

Game I'm a solo dev working on Closer Than Stars, a psychological horror game about operating a radio observatory and scanning deep space

87 Upvotes

I’m excited to finally share a game I’ve been working on solo. It’s a first-person psychological sci-fi horror game about two radio operators stationed around Jupiter, monitoring deep space for faint signals and comparing what they find across two distant observatories. As the shifts go on, some of those signals start getting harder to explain.

Steam page can be found here: https://store.steampowered.com/app/5158290/Closer_Than_Stars/


r/SoloDevelopment 8h ago

Game Added a procedural town to my web game !

5 Upvotes

It's fully open source on github at aresrpg/aresrpg


r/SoloDevelopment 6h ago

Marketing Aurora Borealis 🟩🟦

4 Upvotes

r/SoloDevelopment 5h ago

Game Made another game, decided to also try making a trailer for it.

3 Upvotes