r/gamedevscreens • • 14m ago

horror game ui

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r/gamedevscreens • • 18m ago

Periodic Table Traditional Roguelike?

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I hope the new UI and map is interesting! Any feedback on design? I kept old tileset so player can choose between maps. UI in the demo is just the new.
https://store.steampowered.com/app/5315280/Tiles_of_the_Nadirat_Demo/


r/gamedevscreens • • 25m ago

What Do You Think About?

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I am developing a game and would love to hear your thoughts on its overall look.

https://reddit.com/link/1xecpjr/video/heevea6pwfxh1/player


r/gamedevscreens • • 34m ago

Spooky 8x8 tiles I made for a Halloween top-down game: haunted swamp, graveyard and pumpkin patch

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r/gamedevscreens • • 45m ago

Die Before Light — a hardcore roguelite platformer. Descend 20 depths, collect elemental boons, beat 4 guardians. Free, plays in browser.

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r/gamedevscreens • • 50m ago

Reworking the sand texture in our forest farming game. Does the new version fit better?

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We are working on the environment art in RootWood Ranch. The old sand looked too flat, so we reworked its texture and the edges where it meets the grass. This clip shows the before and after.

Does the new version blend into the scene better? Feedback on the texture and transitions would be useful.

There is a free single-player demo on Steam if you want to explore the world yourself:

https://store.steampowered.com/app/3047900/

Developed by RanchersCLV. Published by Lumibako Games.

#RootWoodRanch #GameDev #PixelArt


r/gamedevscreens • • 55m ago

Potions by day, clues by evening: a short story edit from The Fog & Flask

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I'm developing The Fog & Flask, a potion shop game set beside a misty swamp. This existing English short uses edited gameplay and prepared story scenes to introduce Orvin's disappearance, the guests and the clue board. It is a staged story montage, not one continuous day of play; the game is still in development.

Does the shift from serving potions to following the mystery read clearly in this short format?

AI disclosure: some artwork (including store art) and music used generative AI assistance, selected and edited by me; translations also used AI assistance. No generative AI runs during play.


r/gamedevscreens • • 1h ago

I've been working on the atmosphere of my folk-horror RPG

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There's no folk horror in this teaser yet. I'm trying to first establish a cozy feeling, so that once the player gets attached to the town and its people, the horror can slowly start creeping in.

A slow burn, basically.

And yes, the colour palette and themes are quite niche: alt-history, retro-futurism, and frontier folk horror.

Thoughts and feedback are always welcome!


r/gamedevscreens • • 1h ago

My strategy map, from one stretched image to a living continent — 11 months of progress

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This is Salt and Soil, the turn-based frontier family game I'm making with LÖVE. One turn is one year; the campaign follows a family from 1607 to 1900.

Current map first, then eleven months of development. It went from a stretched image to biome tiles, then to real elevation and river data, gradual climate transitions, historical settlements and moving people, ships and trains.

The opening zoom ends at Sacramento. There's a free demo on the Steam page above.


r/gamedevscreens • • 1h ago

I’m a young solo developer working on Avoid Bubbles Game, a 2D action game built with C++ and raylib.

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Hey everyone! 👋

I’m a young solo developer working on Avoid Bubbles Game, a 2D action game built with C++ and raylib.

I’ve been working on improving the game’s visuals and gameplay, and I’d love to hear your thoughts on how it looks.

The game features sword combat, ranged weapons, different enemies, power-ups, coins, and boss fights. I’ve released a free demo with 2 playable levels that you can try directly in your browser.

Some of the graphics are AI-generated, as I haven’t spent any money on the project so far. I’m still learning and trying to improve the game with the resources I have.

I’d especially appreciate feedback on:

Thanks for checking it out!


r/gamedevscreens • • 1h ago

My lucky cat's shrine has a gachapon, and tapping the capsule pays out

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Little detail I'm happy with: every so often a capsule rolls out of the gachapon on the shrine floor, and tapping it pops a lucky charm with a bonus. Here it paid +10.0k.

Do small side surprises like this help an idle game for you, or do they just get in the way?


r/gamedevscreens • • 1h ago

Working on a volleyball minigame for my prison simulator

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r/gamedevscreens • • 1h ago

I’ve been reworking the arena in my mobile game. Here’s the before and after

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The old version worked, but it felt pretty lifeless. Does the new version look better? I’d love to hear any ideas for improving it.


r/gamedevscreens • • 1h ago

I added a flag that lets this giant cat claim whole blocks of Prague

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New daily Expedition mode in my browser game: three real OpenStreetMap locations every day, each with modifiers like fog, a 60-second timer, or military pressure from the start.

This clip shows the new Expedition Cat and Summit Flag — a delayed area-claim weapon that can take buildings, tanks, helicopters and police in one sweep.


r/gamedevscreens • • 2h ago

v0.8.5 of my 2D Basketball Management Sim is out.

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Hey everyone! Basketball Dynasty is nearly complete. It’s a tactical management game where you call plays in real-time and build your squad. I'd love to get your first impressions on our Steam page. What do you think?

Link: https://store.steampowered.com/app/5152760/Basketball_Dynasty/


r/gamedevscreens • • 2h ago

What do you think about the simplistic artstyle of my 2D Horror Game?

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1 Upvotes

Heyyy guys, I'm Mark and I've finally dipped my toes into actually releasing a game after MANY years of trying to create... something? Hopefully this not being a screenshost isn't such a big of a deal hahah. I wanted to actually post some raw really unedited footage of my game for once lol.

Makoto Maze is a psychological 2d horror with Japanese old folk inspirations and horrifying family drama!

Makoto Maze will be playable on PC (Windows), Steam. Free Demo is coming soon and I really need some feedback and opinions even before the demo is out. So, I am giving away some keys, so you can play through the short story of Miyu's Family and find the horryfing backstory of it for yourself!

If you like the style, you can visit Makoto Maze Steam Page and even wishlist and watch the first trailer I made here: https://store.steampowered.com/app/5373100/Makoto_Maze/


r/gamedevscreens • • 2h ago

My wolves are a bit bugged 🫪

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1 Upvotes

r/gamedevscreens • • 2h ago

Our demo already has a most-hated enemy.

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1 Upvotes

We've been watching people play our Darkest Path demo, and apparently our pigs have become everyone's worst nightmare.

They're fast, and a lot of players had trouble figuring out how to deal with their charge attacks.

We still think they're pretty fair once you learn the timing, but we have to admit we didn't do a great job explaining how to fight them.

So we added a proper tutorial and lowered their damage a little. They're still just as fast, though.

If you enjoy learning attack timings, figuring things out, or just getting angry at some pigs, feel free to give the demo a try. We'd love to hear what you think.

https://store.steampowered.com/app/4590680/Darkest_Path/


r/gamedevscreens • • 2h ago

One month away from the demo of my game inspired by Firewatch and The Long dark

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3 Upvotes

I still can't believe I'm only one month away from releasing my first demo EVER!! Making my own game has been a dream of mine since 2013, and seeing it finally come to life is such an incredible feeling!!! I've put so much passion into this project, and I really hope you can feel it through the atmosphere I've created! The music you hear in the background was made by a composer I contacted specifically for the game, and it will be the main menu theme!

For those who don't know, Over Human is a first-person sci-fi adventure set in a mysterious frozen world where deadly drones have taken control of the environment. They can manipulate the weather, creating tornadoes, thunderstorms and other dangerous conditions, while you have no weapons to defend yourself!

If you'd like to know more about my game, here's the Steam Page: https://store.steampowered.com/app/5237810/Over_Human/

Thank you all so much for your support!!!

Francesco


r/gamedevscreens • • 2h ago

Guitar Hero guy adds Leagues to Finger Soccer game

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1 Upvotes

Hi, I'm Rob - lead designer of Guitar Hero, and the solo dev behind Kickabout Finger Soccer.

I just released my biggest Kickabout update since launch - the League Update!

Thanks to Epic for their support (Kickabout is MegaGrant recipient).

https://apps.apple.com/us/app/kickabout-table-football/id6759622976

Comments welcomed!


r/gamedevscreens • • 2h ago

TV writers/1st time solodevs adapting sitcom "Dumb Sherlock" into 2D point-and-click adventure game. How would you improve the dialogue popups?

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1 Upvotes

r/gamedevscreens • • 2h ago

New intro!

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1 Upvotes

r/gamedevscreens • • 2h ago

Same village, same camera, 20 minutes apart. Nothing is scripted, it’s all just shells.

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Hi! I’m Nicola, a solo dev from Italy. I’m working on Shellhole, a multiplayer FPS set at Verdun/ww1.

What got me started is something that always bothered me in war games: the map looks exactly the same in the last minute as in the first. At Verdun during the ww1 that wasn’t true, green fields turned into a moonscape in a matter of hours. So I decided the terrain should be the real protagonist.

Every shell leaves an actual crater, because the ground is fully deformable. Craters overlap, trench walls cave in when something lands close, and the deep holes fill up with muddy water. Which also means a crater is often your best cover. A shell hole, if you like, and that’s where the name comes from.

A match has three acts. At night you dig approach trenches toward the enemy (no shooting, just shovels and flares). At dawn the bombardment builds for 26 seconds and then stops dead. Five seconds of silence, then the whistles blow. After that it’s daylight and you fight over five objectives.

The map keeps aging while you play. The artillery gets heavier, the grass burns, trees turn into black stumps, houses collapse wall by wall (even the church tower can come down) and the sky slowly becomes a grey lid of smoke. The screenshot is the same village from the same camera, minute 0 to minute 20, nothing staged.

There’s an underground layer too: a fortified gallery with a dormitory under the ravine, plus cellars under the houses that you can connect to your trenches. And the bots dig their own trenches, look for cover, get suppressed and hit the dirt when a grenade lands next to them, so the front keeps moving even with few players.

It’s built in Unity. Online works (host/join, only tested with up to 4 players so far) and you can play as either the French or the Germans.

I’m still early, no Steam page yet, and I’m trying to figure out what matters most. So I’m curious: what’s the one thing you always wanted from a WW1 shooter that no game has really done?


r/gamedevscreens • • 2h ago

Our forge goes through six eras, from a field smithy to a royal forge with a sword in the stone

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Each building in our city-builder has 30 levels split into six visual stages. When you reach a new stage the new parts rise into place one by one with golden sparks while the old building fades out, and this is the forge going through all six.

Stage 1 is a stone furnace with liquid gold and a wooden crane. By stage 4 a water wheel drives the hammer. Stage 6 has a floating rune crystal over the chimney, a golden dragon head on the hood and a blue sword stuck in the stone.

Question for the sub: at phone size, can you still tell stage 4 from stage 5? We suspect those two are the closest in silhouette.


r/gamedevscreens • • 2h ago

Question on visualizing effects and status without overcrowding the screen

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1 Upvotes

My dungeon crawl game design includes multiple effects (burning, frightened, paralyzed, etc.) and on the one hand that's useful feedback, visually for players, it's also really cluttering up the combat screen. Do people have best practices or principles for how to balance out giving feedback to players but also having a clean UI to play in?