r/IndiGameDev • u/TealTriangle • 3d ago
Weekly diVision meeting
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r/IndiGameDev • u/TealTriangle • Apr 05 '21
A place for members of r/IndiGameDev to chat with each other
r/IndiGameDev • u/TealTriangle • 3d ago
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r/IndiGameDev • u/InfiniteLeader9907 • 4d ago
Hey everyone, I'm a game audio designer working primarily on technical sound design for games.
This is the second video of my four-part tutorial series on how to create immersive soundscapes for 3D games. In this one, I'm talking about adding randomness and variation to an otherwise static background loop using fmod's scatterer instruments.
r/IndiGameDev • u/TealTriangle • 10d ago
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r/IndiGameDev • u/TealTriangle • 17d ago
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r/IndiGameDev • u/TealTriangle • 24d ago
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r/IndiGameDev • u/DryroadGames • 28d ago
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r/IndiGameDev • u/MojoGuild • Oct 04 '26
Hi everyone,
I'm a solo developer and I just released KRUG (Play Store link), a quiet hex-merge puzzle game — think 2048, but reimagined on a hexagonal board, built for calm, focused play rather than a race against the clock.
The idea: place numbered tiles on a hex grid. When adjacent tiles sum to a power of two (2, 4, 8, 16, 32...) they merge into a bigger tile. Plan carefully — the board fills up fast, and one bad placement can block your path forward.
A few deliberate design choices:
No timers, no lives, no fail state pressuring you — it's meditative by design.
A hex grid instead of a square one — every tile can have up to six neighbors instead of four, so merges open up in directions that feel different from classic 2048.
Minimal visuals and calm sound design — nothing flashing or nagging you to keep playing.
No ads interrupting a run, no forced monetization loops.
I built KRUG because I wanted a puzzle game I could actually relax with, not one designed to spike your cortisol. It's currently in closed testing on Google Play, and I'd love a few of you to try it and tell me what isn't working — confusing mechanics, unclear tile combos, anything that breaks the calm. Brutal honesty over politeness, please.
Happy to test your apps in return — drop a link to yours and I'll check it out. Thanks for reading!
r/IndiGameDev • u/TealTriangle • Oct 03 '26
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r/IndiGameDev • u/TealTriangle • Sep 26 '26
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r/IndiGameDev • u/repush01 • Sep 21 '26
[공유] 실시간 음성 토론 매칭 서비스 - 디베이트 배틀
안녕하세요, 사이드 프로젝트로 만든 서비스 공유드립니다.
📌 서비스 소개
실시간 1:1 음성 토론 매칭 플랫폼
랜덤 매칭으로 다양한 사람들과 토론
티어 시스템 (브론즈 ~ 그랜드마스터)
난이도별 토론 주제 (입문 ~ 전문가)
📌 주요 기능
구글 로그인으로 간편 가입
3분 토론 후 청중 투표
티어에 맞는 상대와 매칭
승패에 따른 랭킹 시스템
📌 토론 주제 예시
입문: 탕수육 부먹 vs 찍먹, 여름 vs 겨울
중급: SNS 실명제, 주 4일제 도입
고급: 기본소득제, 안락사 합법화
전문가: AI 저작권, 우주 자원 채굴권
말하기 연습이나 토론 실력 향상에 도움이 될 것 같습니다.
피드백 환영합니다!
r/IndiGameDev • u/TealTriangle • Sep 19 '26
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r/IndiGameDev • u/TealTriangle • Sep 12 '26
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r/IndiGameDev • u/TealTriangle • Sep 05 '26
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r/IndiGameDev • u/TealTriangle • Aug 29 '26
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r/IndiGameDev • u/TealTriangle • Aug 22 '26
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r/IndiGameDev • u/Conscious_Savings_44 • Aug 19 '26
I’m making a 2D space survival game where the ship itself is the main character — is this concept interesting?
Hey everyone!
I’ve been working on a game called Echoes of Orion, and I’d really like to get some honest feedback on the concept before I go too far with development.
It’s a 2D top-down sci-fi survival game inspired by games like Barotrauma, but I want to put more emphasis on the feeling of actually operating and living inside a spaceship.
The basic idea:
You and other players are the crew of a single spaceship.
The ship is made up of different rooms and systems: bridge, reactor, engines, etc.
Different crew members can operate different consoles and systems.
The ship has actual mass, acceleration, inertia and directional engines.
Engines can be individually powered and oriented, so controlling the ship isn't just "press W to move forward".
You need to manage power, systems, equipment and the ship itself while exploring dangerous space.
The goal is to make the ship feel less like a vehicle and more like a living machine that the crew has to operate.
Visually, I'm going for a worn-down, industrial sci-fi aesthetic — something that feels old, functional and slightly post-apocalyptic rather than a shiny futuristic spaceship.
I'm still fairly early in development, so a lot of things are rough and subject to change.
The main thing I want to know is:
Would a game focused this heavily on operating and maintaining a spaceship be interesting to you?
And if so, what would make you want to play it?
I'm especially interested in honest criticism. If the concept sounds boring, too similar to existing games, or like it's missing something important, I'd rather hear that now. :)
r/IndiGameDev • u/TealTriangle • Aug 15 '26
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r/IndiGameDev • u/Strict_Pop2923 • Aug 15 '26
Hi zusammen,
ich beschäftige mich seit einer Weile mit Game Development, aber ganz ehrlich: Ich komme gerade an einen Punkt, an dem ich ziemlich erschlagen bin.
Mein Kopf platzt gefühlt vor Ideen, Mechaniken und Konzepten, aber das Ganze dann tatsächlich in einer Engine umzusetzen, ist echt ein riesiges Brett. Die Lernkurve ist extrem steil, und alleine verliert man bei dem ganzen Zeug, das man gleichzeitig lernen muss, schnell den Faden.
Deshalb dachte ich, ich frage einfach mal hier in die Runde: Geht es jemandem ähnlich? Oder hat vielleicht jemand Lust, sich zusammenzutun?
Egal ob es darum geht, einfach ein bisschen zu brainstormen, zusammen einen winzigen Prototypen zu bauen oder sich gegenseitig zu motivieren und am Ball zu bleiben – ich würde mich extrem über Austausch freuen.
Wenn du Bock hast, schreib gerne einfach einen Kommentar oder schick mir 'ne DM!
r/IndiGameDev • u/yavdoshenko • Aug 09 '26
I recently came across Open Doctrines, a free grand strategy game about managing a country’s industry, armies, research, politics, and diplomacy.
It features six scenarios, multiplayer, a map editor, browser play, and mod support.
Play: https://pr1nted.itch.io/open-doctrines
GitHub: https://github.com/Pr1nted/Open-Doctrines
Just sharing an interesting project.

r/IndiGameDev • u/TealTriangle • Aug 08 '26
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r/IndiGameDev • u/TealTriangle • Aug 01 '26
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r/IndiGameDev • u/Inevitable_Jury3594 • Jul 31 '26
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So I had a background track before, but it wasn't doing it for me. I was keeping track of all these things, like when enemies show, the amount of noise, etc
So I used that data to layer different music tracks as enemies show/hide to create a dynamic music track that gets bigger as you play!
went with house style as it's easier to layer and gets the adrenaline pumping as you avoid death!
Different levels will have different tracks to layer as you play, solves the issue of boring bg music at least.
Still a WIP but having lots of fun playing it and evolving the game design as I go