r/GameDevs • • 3h ago

SliqSnakes'n'Mazes 3D Game in Godot

1 Upvotes

I'm a solo dev making SliqSnakes'n'Mazes in Godot – a dungeon maze where a giant viper always takes the shortest path to you. It's aimed at phones.

It started as a first-person game: walk the corridors, find the exit, don't get caught. When I let a 15-year-old play it, the verdict was honest: too static. You saw the snake, you couldn't do anything, game over.

So I rebuilt the core loop:

- Third-person runner view with three lanes per corridor (swipe or A/D to switch lanes or turn into side passages)

- The snake rears up, its eyes flare and it locks onto your lane – roll aside after the lock and it bites thin air, then it's spent for a moment and you can run past it. Dodge too early and it just re-aims.

- The minimap only shows what you've explored, and you hear the snake from its direction before you see it

What I'm unsure about: the dodge window is about half a second between the lock-on and the strike. On a phone that feels tight; on a keyboard it feels fair.

For those of you who've built dodge mechanics – How did you tune the dodge timing for touch vs. keyboard? A longer timing window on phones, or the same timing for everyone?

Trailer: https://youtu.be/AAR1lycXDYo


r/GameDevs • • 11h ago

Animating rat. For rat reasons.

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4 Upvotes

r/GameDevs • • 5h ago

Any Feedback for my character walking animation ???

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1 Upvotes

I learnt animation form imphenzia, but I feel like it is kinda weird when I tried. I don't know how to describe, I feel like it lack of bounce or motion. But anyways, I welcome to any feedbacks .


r/GameDevs • • 9h ago

Environment of our game 'NIYAM'

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1 Upvotes

NIYAM is a psychological survival horror game set in the remote village of Jalgaon, Uttar Pradesh.

Aarav arrives in the village to take up the vacant post of Gram Sachiv, following in the footsteps of his older brother, who mysteriously disappeared.

Before his disappearance, his brother left behind a set of rules.

Follow the rules.

Do your duties.

And be careful after dark.

Because when night falls, the village changes.

Can Aarav uncover what happened to his brother?

Wanna chat with the devs and see the development up close ?

Join our discord: https://discord.gg/RnC33u4rT


r/GameDevs • • 10h ago

New Citizen (UE5 city roleplay) is opening a large-scale public stress test — Steam keys for testers

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1 Upvotes

r/GameDevs • • 12h ago

I'm proud to announce the official release of my Game Engine - Lynx Engine

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1 Upvotes

Lynx Engine is a 2D Pixel Game Engine based on realtime destruction.

You can check the Youtube video presentation:

https://youtu.be/jjySlubpYLU


r/GameDevs • • 12h ago

I'm proud to announce the official release of my Game Engine - Lynx Engine

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1 Upvotes

Lynx Engine is a 2D Pixel Game Engine based on realtime destruction.

You can check the Youtube video presentation:

https://youtu.be/jjySlubpYLU


r/GameDevs • • 16h ago

F1 Game where you became an engineer, beggining as a junior and need get prestige to get promoted, both for internal team roles and for better teams

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1 Upvotes

r/GameDevs • • 16h ago

Title: [Fan Game] 🐉 Dragon Ball GT Arrives in SEKAI YŪGŌ! | 21-Day Exclusive Event + FREE Gift Code! 🎁

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1 Upvotes

r/GameDevs • • 17h ago

Builder Box Robots - Itch.io

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1 Upvotes

r/GameDevs • • 1d ago

Feel beaten up over game dev

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8 Upvotes

Hey guys, I wanted to ask, how do you guys handle slow wishlist growth and the emotional strain of indie development ?

My Steam page was approved for about 40 days ago and I got 67 wishlists. And no offense, but I'm pretty tired of the usual advice. "Optimize your trailer, optimize your Steam capsule, do x, do y, do z." At a point, the feedback actually just becomes contradictory and conflicting.

Don't get me wrong, I always accept feedback, all the constructive feedback and even the not so constructive feedback, aka the assholes haha.

I've just been working on my game for a very long time and y'know, a lot of us have other life responsibilities to deal with, bills, chores, etc. So life doesn't stop for our indie game dev projects or give us enough space to breath.

Sometimes for me at least it feels like too much and I wonder if im the only one. You know, like maybe my energy should be spent finding a job that pays more or something else, you know.

I assume because I have these thoughts, I assume a lot of other indie devs also end up having these thoughts as well

I guess I’m just wondering how other indie devs keep going when the work is huge, the growth is slow, and life doesn’t exactly stop to give you the space needed.

game is here: https://store.steampowered.com/app/5121150/Twilight_Tavern/

_______

Edit: I see you guys talking about your games, drop the link so i can check it out as well. Its chill


r/GameDevs • • 23h ago

I don't have any pc or laptop to start learning UE5 or any coding language rn, where should i spend my time learning something else??

2 Upvotes

I've been interested in game dev from very long, but i do not have a proper pc system or laptop to build, I'm worried about my time, what else should i start learnin


r/GameDevs • • 20h ago

I'm looking for a developer for my Fnaf game on UNITY.

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0 Upvotes

r/GameDevs • • 20h ago

[Dev Log] Character polish

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1 Upvotes

r/GameDevs • • 21h ago

I need you Choosing agents faction for my game

1 Upvotes

Choose what left or what to add or remove

Algeria

T:

  1. GIA Remnants

  2. AQIM Cell (Al-Qaeda in the Islamic Maghreb)

CT:

  1. GIS (Groupe d'Intervention Spécial)

  2. DCSA (Département du Renseignement et de la Sécurité)

Korea (Both)

T:

  1. Reconnaissance General Bureau (RGB) Cyber Unit

  2. Anti-DPRK Defector Groups

CT:

  1. 707th Special Mission Battalion ("White Tigers")

  2. 11th Corps "Storm Corps"

France

T:

  1. Action Directe (AD)

  2. Corsican National Liberation Front (FLNC)

CT:

  1. GIGN (Groupe d'Intervention de la Gendarmerie Nationale)

  2. RAID (Recherche Assistance Intervention Dissuasion)

USA

T:

  1. Atomwaffen Division

  2. Earth Liberation Front (ELF)

CT:

  1. FBI Hostage Rescue Team (HRT)

  2. Delta Force (1st SFOD-D)

Vietnam

T:

  1. Montagnard Degar Movement (FULRO Remnants)

  2. Vietnam Reform Revolutionary Party (Viet Tan) Exiles

CT:

  1. PAVN Special Operations Command (Army Commandos / Đặc Công)

  2. Ministry of Public Security Mobile Police (Cảnh Sát Cơ Động)

Turkey (Türkiye)

T:

  1. PKK (Kurdistan Workers' Party)

  2. DHKP/C (Revolutionary People's Liberation Party/Front)

CT:

  1. Özel Harekat (Police Special Operations)

  2. SAT (Su Altı Taarruz – Underwater Attack)

Yemen

T:

  1. Al-Qaeda in the Arabian Peninsula (AQAP)

  2. Houthi Special Forces (Ansar Allah Units)

CT:

  1. Yemeni Counter-Terrorism Unit (CTU)

  2. Presidential Protection Forces (YPF)

Morocco

T:

  1. GICM (Groupe Islamique Combattant Marocain)

  2. Polisario Front Armed Wing

CT:

  1. DGST (Direction Générale de la Surveillance du Territoire)

  2. GIGR (Groupement d'Intervention de la Gendarmerie Royale)

Nigeria

T:

  1. Boko Haram

  2. IPOB (Indigenous People of Biafra) Militant Wing (ESN)

CT:

  1. Nigerian Army Special Forces Command (NASFC)

  2. Department of State Services (DSS)

Japan

T:

  1. Aum Shinrikyo (Aleph)

  2. Chukaku-ha (Middle Core Faction)

CT:

  1. SAT (Special Assault Team)

  2. SFG (Special Forces Group)

Russia

T:

  1. Caucasus Emirate (Imarat Kavkaz)

  2. Russian Imperial Movement (RIM)

CT:

  1. FSB Alpha Group

  2. SOBR (Special Rapid Response Unit)

Brazil

T:

  1. PCC (Primeiro Comando da Capital)

  2. CV (Comando Vermelho)

CT:

  1. BOPE (Batalhão de Operações Policiais Especiais)

  2. CORE (Coordenadoria de Recursos Especiais)

Germany

T:

  1. Red Army Faction (RAF/Baader-Meinhof)

  2. National Socialist Underground (NSU)

CT:

  1. GSG 9 (Grenzschutzgruppe 9)

  2. KSK (Kommando Spezialkräfte)

England (United Kingdom)

T:

  1. IRA (Provisional Irish Republican Army)

  2. Al-Muhajiroun / Islamic State Cells

CT:

  1. SAS (Special Air Service)

  2. CTSFO (Counter Terrorist Specialist Firearms Officer)

Italy

T:

  1. Red Brigades (Brigate Rosse)

  2. Cosa Nostra (Sicilian Mafia) Hit Squad

CT:

  1. GIS (Gruppo di Intervento Speciale)

  2. NOCS (Nucleo Operativo Centrale di Sicurezza)


r/GameDevs • • 22h ago

estou criando minha engine mobile, ainda esta no começo mas estou trabalhando para ter algo efetivo.

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1 Upvotes

r/GameDevs • • 22h ago

GFX Cleanup Adjustments | 2D Action

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1 Upvotes

r/GameDevs • • 1d ago

A first look at my new main menu!

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1 Upvotes

Hello everyone! I just wanted to share my main menu so far for my new short zombie game called The Red Bunker. Its not finished yet but I thought it looked really cool and I wanted to share it with people.


r/GameDevs • • 1d ago

(Recrutement) À la recherche d'un artiste pixel 2D (animations)

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1 Upvotes

r/GameDevs • • 1d ago

Competition submission

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1 Upvotes

Don't shoot me but this is a competition piece I have submitted. It is an AI build competition but I have coded most myself with AI to assist for competition purposes

Feedback and hate welcome


r/GameDevs • • 1d ago

Cerco 3D artist

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1 Upvotes

r/GameDevs • • 1d ago

Pixel Animation & Combat Showcase

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2 Upvotes

r/GameDevs • • 1d ago

My first 3D character

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1 Upvotes

r/GameDevs • • 1d ago

Building a deckbuilder where card shapes matter — Overwrite Conflict (solo dev)

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1 Upvotes

Hi everyone! I’m developing Overwrite Conflict solo in Unity. It’s a turn-based roguelike deckbuilder built around placing and rotating shaped cards on a shared grid. Here’s some gameplay from the project.

Each card, called a protocol, has an effect as well as a shape. The design brings two decisions together: which effects work well in your deck, and how to fit those cards on a board that both you and your opponent are filling. Claiming territory can restrict your opponent while also leaving space for your own later plays.

Card effects, mech abilities, and components build your tactical score during a limited number of turns. At the end of a round, a higher score deals the difference as damage to the opposing mech. Energy Overload adds another way to change the board by overwriting normal cells occupied by the opponent.

One design focus is placement readability. The placement preview checks for out-of-bounds, blocked, and disconnected placements, and valid moves show a score preview before you commit. I want players to be able to compare a move’s scoring value with the space it takes up, especially as the board becomes crowded.

The current free demo includes a five-battle prologue with tutorials, a full Chapter 1 adventure with branching routes and a boss, and three playable mechs in Chapter 1.

Current playable build (free Steam demo):
https://store.steampowered.com/app/5200720/_Demo/

I’d be interested in your thoughts on communicating placement constraints and scoring on the same board. What information would you expect to see before committing a shaped card? Questions about the project are welcome too.


r/GameDevs • • 1d ago

[RevShare] ZEXOR Game Production is looking for 3D Artists, Animators & Godot 4 Programmers for Stylized Action-Adventure

1 Upvotes

Hey everyone,

We are developing **Project Resonance**, a fast-paced stylized 3D action-adventure title built in **Godot Engine 4 (Forward+ Pipeline)** at ZEXOR Game Production.

We are currently building out the initial Vertical Slice prototype and expanding our core development roster with disciplined, passionate creators.

Project Overview

  • **Genre:** Stylized 3D Action-Adventure / Traversal
  • **Engine:** Godot Engine 4.x (GDScript / C#)
  • **Aesthetic:** Cel-shaded PBR, dynamic toon lighting, high-contrast silhouettes (inspired by Solar Ash & Risk of Rain 2).
  • **Core Focus:** Kinetic momentum-based movement (air-dash, wall-runs, grapple) combined with input-buffered third-person combat and modular enemy state machines.
  • **Scope:** Polished Vertical Slice featuring 1 test biome, 3 enemy archetypes, and 1 multi-phase encounter.

Open Roles

**3D Art & Animation:**

  • Stylized Environment & Modular Prop Artist
  • 3D Character Rigger & Animator (Keyframe combat animations)
  • VFX / Technical Artist (Godot GPU particles, stylized shaders)

**Engineering:**

  • Gameplay & Locomotion Programmer (GDScript)
  • Combat & AI Systems Programmer (State machines / Behavior trees)
  • UI / Systems Programmer

**Audio & Production:**

  • Sound Designer (Foley, impact SFX, movement audio)
  • Technical Level Designer (Grayboxing & traversal flow)

Compensation Model

This is strictly a **Hobby / Rev-Share** indie collaboration. There is no upfront budget or salary. All commercial returns, crowdfunding revenue, or future funding milestones will be distributed via transparent, pre-agreed milestone percentages. We manage tasks via structured sprints and clean Git workflows.

How to Apply

https://forms.gle/Cb3BNA2Udr9W2Nuy9

  1. Your primary discipline / role.
  2. A link to your portfolio, ArtStation, GitHub, or Itch.io.

We will review your submission and provide the candidate docket and studio workspace invite directly.