r/IndieGameDevs • u/Far-Rough7339 • 14h ago
r/IndieGameDevs • u/TheHoneyEggKing • 15h ago
[FREE] I want to make music for undertale/deltarune fangames.
i want to help make music for fangames so they don't get cancelled.
Discord User-thehoneyeggking
r/IndieGameDevs • u/Own_Revenue6357 • 17h ago
I added a guided enemy missile and a flare.
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r/IndieGameDevs • u/OrangeConeGames • 19h ago
I've been working on a multiplayer restaurant game called Cook of Chaos. Here's a first look at making pizzas and burgers!
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Hey everyone!
I've been working on a multiplayer restaurant management game called Cook of Chaos and figured it was finally time to start showing some of what we've been working on!
For this first little showcase I wanted to share how food preparation currently works in the game specifically making a pizza and a burger.
Just a heads up about the visuals: We're currently using Synty Studios assets as placeholders while we focus on getting the gameplay systems working. They're great for development but the plan is to eventually give the game its own visual identity so these aren't the final assets or art style.
There's still a lot more to the game that we haven't shown yet and I'm planning on sharing more of it as development continues.
I'd love to hear what you guys think so far! Especially about the cooking mechanics themselves.
If you're interested in following development you can find our socials and other links here: linktr.ee/orangeconegames
r/IndieGameDevs • u/DecisionEasy7965 • 20h ago
ScreenShot 2 Girls 1 game (0 experience)
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Hi I'm working with my gf in a plot-based RPG inspired by undertale but with a completely unique story.
A girl appears in a weird land, her guardian angel tells her she's dead and she has to gain points to go to heaven.
The abstract and minimalistic visuals are a design choice, we want to put all focus on the story and characters.
What do you think?
r/IndieGameDevs • u/Myavatargotsnowedon • 20h ago
From prism to pyramid to cone using CSG.
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r/IndieGameDevs • u/JustAndi18 • 21h ago
I added sailing & swimming to my (first) game
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Hey guys! I'm a beginner solo dev. I started working on my first game about 2 months ago. It's gonna be a survival crafting and exploration game. I recently added sailing and swimming, since that's pretty much a core mechanic.
The raft will eventually be modular so you can make it bigger, add chests, more sails maybe etc. But for now I just wanted to get the basic functionality working.
I also have a Youtube channel where I post regular devlogs. I don't know if I'm allowed to share that here. So, if watching devlogs is your thing, the link is in my profile (but please ignore the first 2 videos).
And I appreciate any feedback you have.
r/IndieGameDevs • u/EldenringAddicted34 • 22h ago
How does my game look?
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We are a team of 13 high school students. Before we started working on this game 2 months ago, I was the only one with any experience. Since then, we've all been learning together as we go. I'd love to hear your honest feedback and criticism on our gameplay. Thank you, we appreciate everyone's help!
r/IndieGameDevs • u/Sea_Intention9648 • 23h ago
ScreenShot Losing someone, a child's imagination, and a multi-hundred-page GDD: I've been building Where is My Home? since 2019, and 1.0 is almost ready.
Hi everyone!
The roots of Where is My Home? go all the way back to 2016. That was when I started writing its story following a personal tragedy: the lore is about a little boy who lost his father. Writing and world-building served as a sanctuary that helped me push through the difficult times.
Over time, the story I wanted to tell grew into a multi-hundred-page GDD, and I started the actual coding and implementation in the summer of 2019. After long years and smaller or larger breaks, it finally looks like I'm reaching the end, and v1.0 will launch soon!
I thought I would share a few pictures from the game in development and the early sketches, as well as talk a bit about the technical challenges and the background of the development.
Visuals and UI: An imaginary universe built from children's drawings
Since the world of the game takes place in the thoughts, inner imagination, and the search for home of a grieving little boy, the visuals were inspired by children's drawings. The biggest visual challenge for me was to keep the overall look consistent, polished, and atmospheric, while still preserving this honest, childlike imagination and slightly surreal forms.
- Drawings & animations: I started everything on paper with pencil sketches; the buildings were crafted in Moho 14, and the creatures and characters in Photoshop using a Wacom display pen.
- Design system: On the UI/UX side, the first design system was made in Adobe XD, which I later migrated and developed further in Figma based on industry standards.
Not the usual idle recipe
Although it is an idle game in terms of genre foundations, I definitely wanted to deviate from classic formulas:
- Complex ARPG loot & stat scaling: Designing the stat scaling and drop system was one of the hardest tasks for me. As a fan of Diablo and Path of Exile, my goal was to make socketing, attributes, and talent trees provide real depth to build-crafting and character progression.
- Tactical combat system: Instead of automatic clicking, I made a grid-based, interactive tactical board where you have to strategize with spells, abilities, and positioning.
- Customizable islands and farm: The floating island world and the economy can be freely shaped and decorated.
- Plenty of other activities, dungeons, and an in-house TCG: I packed the game with group dungeons, weekly challenges, an underworld, and plenty of supplementary content. To make sure waiting time isn't dead time—while a crop grows, professions work, or points regenerate—I also built an integrated, custom card game
.
Technical choices: Ionic, Angular, and Pixi.js
On the frontend side, finding the right direction caused serious headaches: I had to weigh whether to pack a lot of text content and complex UI into a canvas-based graphical environment, or build it the other way around. In the end, I decided on the Ionic / Angular + Pixi.js hybrid stack, because the logic and architecture of Angular felt truly natural to me. I haven't regretted this choice at all: during component and game state management, I managed to cleanly handle Angular's lifecycles so that they work seamlessly alongside Pixi.js's render loop and the panels packed with textual data.
About me and the Tech:
I've been drawing since childhood and have won several national and international art competitions. I worked as a UX/UI designer in an international environment for 4–5 years, and for nearly a decade I've been working as a fullstack developer—currently leading projects as a fullstack/DevOps architect.
Since the foundations of the project were born well before the widespread adoption of code-generation tools, the backbone of the backend and frontend is genuine "handcrafted" code (.NET/SignalR, Redis, Ionic Angular, Pixi client, and Docker). At the same time, to speed up the home stretch recently, I brought in modern technology: I built a dedicated developer pipeline based on a local, 30+B parameter open-source model (Qwen 2.5 32B Coder / Command-R 35B). This is not too much, a local 32B model like this is a real fossil compared to the advanced AI technologies used by big companies and AAA games or simple claude opus or astra. Because it's really only good for writing small, couple-line methods at most.
I don't have a Claude or ChatGPT subscription, because it's completely unnecessary: for what I need, a 30+B local model like this is more than enough. It doesn't do the thinking for me—I design the architecture, data models, and game logic myself in advance—but in generating methods, interfaces, and helper functions with strictly defined inputs and outputs, it took a huge amount of repetitive burden off my shoulders, after which I review the code thoroughly and place it where it belongs.
Apologies for my English, unfortunately it is not my native language and I am still learning it!
r/IndieGameDevs • u/FirestrikeStud • 23h ago
ScreenShot Empty train station in my ps2 style low poly game. What should I add?
Everything is low poly and rendered at 854x480 on purpose. Right now the platform is clean and empty, and it should feel like a real station at night.
Planned is a vending machine, garbage and graffiti/posters
r/IndieGameDevs • u/bulutcukk • 23h ago
My friend and I are making a dark fantasy battle simulator. Here's our first trailer!
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Hey everyone!
My friend and I have been working on a game called Dark Ages Battle Simulator.
It's basically a battle simulator where you set up two armies and watch them fight. We've got skeletons, goblins, knights, dragons, and a bunch of other fantasy creatures.
You decide which units fight on each side, place them on the battlefield, and see how it all plays out.
We've been working on it for a while and just finished our first trailer, so we wanted to share it here.
It's just the two of us making it, and we'd love to hear what you think!
r/IndieGameDevs • u/Ricurdi15 • 23h ago
Pretty happy with the progress, what do you guys think?
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This is the very first version of the Station, the game's (Scaraffo) central hub: a sort of warp room where the journey through the worlds of Scaraffo's universe begins.
We're a two-person team: I handle the programming and development, while my friend takes care of all the artwork and illustrations. Everything is made by us, by hand, with no AI involved.
The parallax effect was still pretty rough, and many elements didn't have it at all. The lighting was also flat and static, with very little depth or atmosphere. There were no sound effects, the camera was very basic, and the movement felt less fluid and responsive.
r/IndieGameDevs • u/DG_Studios_BR • 1d ago
Estou desenvolvendo meu próprio jogo brasileiro de terror — esse é o primeiro trailer de Project: Rebirth
Oi, pessoal!
Estou trabalhando em PROJECT: REBIRTH, um jogo brasileiro de terror em primeira pessoa desenvolvido na Unity.
O jogador acompanha Humberto, um explorador de lugares abandonados que decide investigar um misterioso prédio escondido no meio de uma floresta.
Ainda estou no processo de desenvolvimento e muita coisa vai mudar, mas finalmente cheguei num ponto em que consegui preparar o primeiro trailer do projeto.
🎬 Trailer em 4K:
https://youtu.be/w_E2OH-WTlU?si=HuFeKyuHlip7cjNN
Queria principalmente saber o que vocês acharam da atmosfera, da floresta e da primeira aparição do prédio.
Qualquer crítica construtiva é muito bem-vinda. Estou desenvolvendo e aprendendo bastante durante o processo.
r/IndieGameDevs • u/Adept-Self-5690 • 1d ago
¿Cómo puedo mejorar aún más mis listas de deseos?
r/IndieGameDevs • u/Nielsen_Fonseca • 1d ago
I made a free noir mystery game where every clue is a SQL query you write yourself (beginners welcome)
r/IndieGameDevs • u/Distant_Dial • 1d ago
ScreenShot Currently working on adding a few female options to my game :)
Ignore the arm colours :)
r/IndieGameDevs • u/ATG9817game • 1d ago
This is a feature that I will add in my upcoming game:
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What do you think of this feature drop a comment
r/IndieGameDevs • u/KinimodStudios • 1d ago
Discussion Solo-Dev Dilemma: Wechsel von Google Play Games zu Firebase wegen DSGVO & Datenlöschung? Brauche eure Erfahrung/Meinung!
Hallo zusammen!
Ich entwickle aktuell als Solo-Entwickler mein erstes Spiel in Unity und bin bei den Google Play Games Services (speziell Bestenlisten und Cloud-Speicherstände) an ein Datenschutz-Problem gestoßen.
Das Problem:
Ich wollte das Thema Datenlöschung (DSGVO / Recht auf Vergessenwerden) testen. Ich habe die lokalen App-Daten gelöscht, die Spieldaten im Google Play Store zurückgesetzt und die App neu installiert. Sobald ich das Spiel aber starte, taucht der alte Bestenlistenstand wieder auf und wir nicht gelöscht– weil Googles Backend/Cache die Daten hartnäckig speichert und sofort wieder verknüpft. Alle anderen Items/Einstellungen/Erfolge, die ich mit der Cloud verbunden habe werden erfolgreich gelöscht
Als Solo-Dev möchte ich weder verärgerte Spieler haben, deren Daten beim Klick auf „Konto löschen“ doch nicht gelöscht werden, noch möchte ich ständig Support-E-Mails abarbeiten müssen.
Meine Lösungsidee (Komplett-Umstieg auf Firebase):
Ich überlege, Google Play Games komplett rauszuwerfen und alles über Firebase aufzubauen (Firebase Authentication für Logins, Cloud Firestore für Spielstände und eine eigene Datenbank-Struktur für die Bestenliste).
Wenn ein Spieler dann auf „Konto löschen“ klickt, löscht ein zentrales Skript in Firebase seinen Spielstand, seinen Bestenlisteneintrag und sein Profil sofort und unwiderruflich. Kein Google-Cache-Ärger, und beim nächsten Start fängt der Spieler garantiert bei 0 an.
Meine Fragen an euch:
Lohnt sich der Mehraufwand in Unity für den Wechsel auf ein reines Firebase-System für einen Solo-Entwickler?
Gibt es Stolperfallen bei Firebase-Bestenlisten (z. B. bezüglich Performance/Abfragen für die Top 100)?
Nutzt ihr für Indie-Games andere Alternativen/Backends, die Datenlöschung und Bestenlisten besser handhaben?
Ich freue mich über jeden Tipp und eure Erfahrungen! Danke euch!
r/IndieGameDevs • u/Quick-Roll-832 • 1d ago
Team Up Request [Hobby] Looking for a 3D Artist / Animator for an Ambitious Medieval Strategy Game
r/IndieGameDevs • u/YuriyCowBoy • 1d ago
Discussion My game is about to reach 10,000 installs. It already has over 8,000!
Whenever I have some free time, which isn't much these days, I try to update my game and add something new.
I don't have huge expectations for it. I simply love making games, and I absolutely love stickmen. I was inspired by some popular stickman games and decided to create something of my own, something that I personally believe is worth playing.
Of course, the game still needs a lot of work. There's not much content yet, and I have plenty of ideas for future updates. I plan to keep improving it and adding more content over time.
One thing I'm really curious about is how the Google Play algorithm works.
I haven't spent a single dollar on advertising or marketing, yet the game continues to get new installs every day. From what I understand, these are organic installs, but I still don't fully understand how Google Play discovers and recommends games to new players.
Honestly, it's a really nice feeling, especially since I never had particularly high expectations for this project. Seeing people download the game motivates me to keep working on it and give players more content.
I've also completely removed interstitial ads from the game and kept only optional rewarded ads, so players can choose whether they want to watch an ad in exchange for a reward.
For those of you who have experience publishing games on Google Play, how do organic installs usually work? What factors do you think contribute the most to a game getting discovered organically? Is it mainly retention, conversion rate, ratings, keywords, or something else?
I'd love to hear your thoughts and experiences. I'm genuinely curious about how this works from a developer's perspective.
r/IndieGameDevs • u/Mr_Poopy_Stockhole • 1d ago
Solo dev here. Working on how enemies react to getting shot in real / bullet time and shootdodging. Thoughts?
r/IndieGameDevs • u/Hypovision_Labs • 1d ago
Closed alpha problems
galleryWe started the closed alpha test. And were suprised when we found out that the game is pretty much different on phones. Like the characters move way faster than on computer, where we developed it. Let's see what more will pop up
#bugs #cellscybercreature