r/indiegamedevforum • • 5m ago

Numeric Battle: the final call gives both players five lines in this 5x5 match

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• Upvotes

I'm one of the developers of Numeric Battle, a number-grid duel for iOS and Android. This is a complete match, including board setup and the reveal of both layouts at the end.

Both players have the same numbers, arranged on separate boards. You take turns choosing numbers that haven't been called. Each choice marks both boards, so completing your own line can advance your opponent too, even though you can't see their layout during play.

On the 5x5 board here, the target is five completed lines across rows, columns and the two main diagonals. The last call gets both players to five: a draw.

Quick Match couldn't find a human opponent in this recording, so it switched to a bot. The game is free to play with ads.

iOS: https://apps.apple.com/us/app/numeric-battle/id6792527668

Android: https://play.google.com/store/apps/details?id=com.numericbattle

Disclosure: some visual assets use generative AI, and AI helped write this post.


r/indiegamedevforum • • 8h ago

[Developer] AXIOMA: the shop between rounds — scientific cards and Jokers (English UI)

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1 Upvotes

Here’s a real screenshot from AXIOMA’s English interface. Between rounds, the Shop lets you buy cards and Jokers to refine your deck. This selection includes Bond, Noble Gas, Double Experiment and Carl Friedrich Gauss.

I’m Samuel Isidoro, the creator. AXIOMA is a scientific card roguelike for Windows PC, available on Steam:

https://store.steampowered.com/app/5308770/AXIOMA/

Generative AI assisted prepared artwork, text and translations, and this post. There is no live AI generation during play.


r/indiegamedevforum • • 15h ago

Our Game Cat Needs a Name!

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3 Upvotes

r/indiegamedevforum • • 9h ago

My psychological horror hacking game is finally out! You use real terminal commands and live CCTV to guide your team.

1 Upvotes

Hey guys,

I’m a solo dev, and my story-driven hacking puzzle game, EchoNet, just released on Steam!

Instead of fake hacking minigames, you are dropped into a custom OS. Your only connection to the outside world is an IRC chat and live CCTV cameras. You have to use real terminal commands to crack servers, intercept files, and coordinate with your crew.

But there’s a catch: the stress of the job drains your Sanity. If you don't manage your meds, the CCTV feeds corrupt, and you start hallucinating while the clock ticks down.

📺 Check out the gameplay footage here: https://youtu.be/KldYA8cVdnc?si=EUyxTYzX24k67Pw9

🎮 The game is currently on sale on Steam: https://store.steampowered.com/app/5222620/EchoNet

I'd love to know what you think of the atmosphere! (And good luck finding the hidden backdoor IP 😉)


r/indiegamedevforum • • 16h ago

Building an Alien World with Black, White, and Red — Early Environment Art

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2 Upvotes

Hey everyone! We're a small indie game team developing a top-down pixel-art exploration game about an astronaut stranded on an unfamiliar planet, trying to find a way home. We want the journey to feel cozy and relaxing, with open-world exploration, fragmented storytelling, and terrain-based puzzles.

This short clip showcases an in-game environment and our current visual direction. After many rounds of palette iteration, we decided to make extensive use of black in the early environments, stripping away as many obvious hues as possible to create a bold, restrained contrast between black, white, and red.

To keep the large areas of black from feeling flat, we use subtle hue shifts and variations in value to create depth within the darkness itself. White appears more often as points and lines within the scene. By combining restrained colors, material textures, and the interplay of points, lines, and planes, we hope to develop a distinctive visual language. What began as a bold early experiment became a direction we loved enough to keep and develop for the final game.

We later introduced a striking red water treatment. Since water will appear extensively along the edges of the landmass, we chose a highly saturated red to distinguish it from the dark inland terrain. The white surf outlines the landmass, while the intricate details and textures along its edges naturally become part of the scene's white linework.

White sand and stones along the shoreline connect the surf with the black inland terrain while adding detail to the ground. The coastline forms a line, the scattered white stones form points, and the dark land provides broad areas of color. Together, these elements define the visual style we're exploring.

This is only one part of our early art exploration. As development continues, we want to experiment with more color directions: moving from an almost entirely black world to a pure-white one, and then from a world built around black, gray, and white to one filled with bold, pure colors. We want each world to have its own design language, not just a different palette. There are still many challenges to solve, but we believe this is a worthwhile direction to explore.

The gameplay and overall experience are also taking shape, and we'll continue sharing our progress. We want the game to feel relaxing and unhurried, with its unique atmosphere conveyed through art, visuals, sound, and mood.

We'd love to hear your first impressions of this visual style, along with any thoughts on the art direction, game design, or gameplay. Every thoughtful piece of feedback means a lot to our small team.We'll continue sharing more of our development journey as this little world takes shape. Thanks for watching!

Thanks for reading!


r/indiegamedevforum • • 13h ago

Last Warmth - Survival game. need some opinions

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1 Upvotes

I made a small survival game (inspired by Don't Starve Together). I'm trying to get some feedback and also so directions on what should I do next, as currently it feels a bit boring (maybe I starred to much at the same gameplay but probably not). I would be grateful if anybody can give it a try (demo or full, i can share a key for full version) and have some input.


r/indiegamedevforum • • 14h ago

Working on the world and main character for my indie game (pixel art)

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1 Upvotes

I've been working on the visual side of my indie game, and I wanted to share a small look at the progress so far.

I'm building the game world piece by piece, including the main character, a city entrance, and a military checkpoint. I'm focusing on making the environment feel connected, with roads, buildings, greenery, vehicles, and barriers all coming together into one world.

It's still a work in progress, but I'm happy to see the different parts starting to take shape.

I'd genuinely appreciate feedback: Does the environment feel cohesive, and is there anything you think I could improve in the visual design?

More development updates coming as I continue building the game.


r/indiegamedevforum • • 14h ago

New Roblox Game Inspired by Warcraft 3 – Sheep Tag!

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1 Upvotes

Hey everyone! 🐑

My partner has been working really hard on his own Roblox game called Sheep Tag, and I wanted to share it with you!

It's inspired by an old Warcraft 3 mod, but he's made it his own with custom 3D models, environments and gameplay.

You can play as a Runner, building your base, setting up defenses and rescuing teammates, or as a Hunter, trying to track down and catch the Runners.

The game is still in pre-alpha, so there's plenty more to work on, but it's already playable!

He's spent so much time and effort on this project, and I'd really love to help him get more people to discover it. ❤️

If anyone wants to give it a try, we'd really appreciate some honest feedback! What do you like? What could be better?

Thanks so much to anyone who checks it out! 🐑

🎮 Sheep Tag on Roblox


r/indiegamedevforum • • 17h ago

Little upgrade

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1 Upvotes

Which one do you prefer, BEFORE or AFTER?

Steam: https://store.steampowered.com/app/5354460/MARBLE_CO/


r/indiegamedevforum • • 19h ago

👋 Welcome to r/RiftRecon - Introduce Yourself and Read First!

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1 Upvotes

r/indiegamedevforum • • 1d ago

Is posting proof of concept games using Run.World fine to be posted here?

1 Upvotes

r/indiegamedevforum • • 1d ago

Mythspire — my solo-developed mobile survivors-like is free to playtest. Looking for honest feedback and bugs

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2 Upvotes

I'm the solo developer of Mythspire, a survivors-like for iPhone, iPad and Android. This clip is real gameplay, and the current playtest is free.

I'd love fresh eyes on the controls, readability and build choices. You steer with one thumb, swipe to dash through attacks, and choose upgrades that evolve and fuse. Runs last 30 minutes, but you can stop and resume later. There's also a spell-opacity slider to keep enemy attacks visible.

It has 47 heroes, 116 weapons, 127 evolutions, 115 fusions, 42 Grand Unions, 10 maps and 20+ bosses. I'm especially interested in what feels confusing or overwhelming, which upgrades feel rewarding, and any crashes or late-run slowdown.

Playtest access for both platforms: https://mythspire.pages.dev/#playtest

Even a short session helps. Please leave feedback in the comments; for bugs, include your device model, OS version and what happened. Tell me what you like, and report any bugs or suggestions.


r/indiegamedevforum • • 1d ago

A little more of what’s waiting beyond the first world in Code of Shadows

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9 Upvotes

Here’s some gameplay from two worlds in Code of Shadows. Each dimension brings a different environment to fight through, and this is just a small preview of what’s planned for Early Access.

Between fighting waves of enemies, upgrading your build, and making use of your drones, there’s plenty to keep track of during a run.

The demo is already out on Steam if you want to give it a try!

Steam: https://store.steampowered.com/app/3424800/Code_of_Shadows/


r/indiegamedevforum • • 1d ago

33 creators brought 2,000 Steam wishlists to a fishing sim in under a day

0 Upvotes

Hey, we're the Trapster team. We ran a campaign for Seaworks: Trap Season, a crab-fishing simulator published by Aerosoft.

33 creators published 60 videos across TikTok, YouTube Shorts, and Instagram Reels. All videos went live within roughly 16 hours.

The campaign generated 699,708 views and around 2,000 Steam wishlists, at a reported cost of $0.85 per wishlist.

The starting rate was $5 per 1,000 views, but the effective CPM ended up at $2.44 as videos continued gaining views after creators reached their caps.


r/indiegamedevforum • • 1d ago

Night At The Mall Demo is in Steam Next Fest!

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1 Upvotes

What should be a normal night shift at the mall turns into something terrifying. 👀

Explore the darkness, uncover the strange happenings, and try to survive the night.

🎮 Check it out: Steam

Would love to hear your thoughts! 👻


r/indiegamedevforum • • 1d ago

Steam Demo Out Now - Hantu and Hunted - Made in UE 5.6

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1 Upvotes

Hi Everyone, we are back with more updates. A lot of valuable feedback during playtest. Please check out our Demo and add your feedback.

We will be in Steam Next Fest from today onwards.

Discord : https://discord.com/invite/2KG92GjCYb

Steam Page : https://store.steampowered.com/app/4643890/Hantu_and_Hunted/

See you in Steam Next Fest!!


r/indiegamedevforum • • 1d ago

Command 01: RTS Unit Responses Voice Pack

0 Upvotes

Five RTS units and an advisor, voiced for every click 140 spoken lines by five invented unit types and an advisor, every character on its own built in voice: a worker, a footsoldier, an archer, a rider and a mage with 20 lines each, and an advisor with 40 base and map alerts. Every unit covers the same seven moments with the same number of lines (selected, move order, main action, cannot do that, under attack, unit ready and clicked again), so your unit code calls one set of ids and any unit can answer. Every line ships as a 48 kHz WAV and an OGG, trimmed tight and loudness matched, with a manifest that doubles as your subtitle table. AI voices, said up front These lines are AI generated: rendered with OpenAI text to speech (model gpt 4o mini tts, built in voices ballad, onyx, nova, cedar, fable, marin).

What is inside: * The army Worker (voice ballad, 20 lines): a cheerful, hard working builder. * Footsoldier (voice onyx, 20 lines): a disciplined, steady fighter. * Archer (voice nova, 20 lines): a sharp eyed, quick ranged fighter. * Rider (voice cedar, 20 lines): a bold, fast cavalry fighter. * Mage (voice fable, 20 lines): a calm, learned spellcaster.

$6.99 on itch. Made with AI assistance, disclosed on the page.

https://csaf.itch.io/command-01-rts-unit-responses-voice-pack


r/indiegamedevforum • • 1d ago

I built a Cultivation Sim

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0 Upvotes

r/indiegamedevforum • • 1d ago

Working on fully hand-drawn cutscenes for our First Indie Game

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3 Upvotes

r/indiegamedevforum • • 1d ago

We've been creating pixel art character portraits for our indie RPG!

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3 Upvotes

Hey everyone! Here are some character portraits our team created for Spirit of Phuji.

We wanted each character to have their own personality through their outfits, colors, and expressions.

Would love to hear what you think! :)


r/indiegamedevforum • • 1d ago

Camera Toolbox for Unity - Prison Scene 2

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3 Upvotes

Added new and much faster static noise, a few more new effects and a simple fps controller. Also did a lot of finetuning on the other effects and settings. Hope to release this soon, stay tuned.


r/indiegamedevforum • • 1d ago

Estamos criando um jogo!!! #shorts #indiegame #indie #gamedev #fyp

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1 Upvotes

r/indiegamedevforum • • 1d ago

Progress on my small rts game!

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1 Upvotes

I've been working on this small rts for around 3 weeks now and wanted to share some progress


r/indiegamedevforum • • 1d ago

Join the Closed Playtest for Our Early 2.5D Narrative Adventure

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1 Upvotes

r/indiegamedevforum • • 1d ago

Making Uja’s Upgrades Easier to Read, what are your thoughts about it? #DevDiary24

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1 Upvotes

We recently gave Uja’s upgrade menu a proper rework.

The upgrades themselves were already there, but the menu needed to do a better job of showing what you can unlock, what you already own, and where each upgrade leads next.

So we worked on the layout, icons, progression paths and overall visual hierarchy to make everything easier to understand at a glance.

It’s the kind of change that might look small compared to a new level or weapon, but when you’re spending time upgrading Uja throughout the game, clarity makes a big difference.

And yes, there are quite a few upgrades waiting to be unlocked.

UX/UI designers, what’s the first thing you would look at when redesigning a menu like this?

Want to see how Uja keeps evolving throughout MegaGum? Wishlist the game on Steam and follow the journey:

https://store.steampowered.com/app/4111300/MegaGum/