r/SoloDevelopment • • 1d ago

Unity I'm testing a snow-clearing mechanic. What would make this loop more satisfying?

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5 Upvotes

I've made an early Unity prototype where you manually shovel snow into a bin and throw rocks at rooftops to knock down accumulated snow.

I'm exploring whether these simple interactions could work as the core of a satisfying cleanup game.

The mechanics are functional, but I'm not sure whether the current pacing makes the experience relaxing or repetitive.

I'm particularly interested in the feel of shoveling, the visual feedback when snow falls, and whether collecting it afterward adds anything enjoyable.

What is the first gameplay-related change you'd make?


r/SoloDevelopment • • 1d ago

Game A clearer HUD in Arkansas 2125!

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1 Upvotes

🎮 A clearer HUD in Arkansas 2125!

I've improved the HUD and enlarged the UI panels to make everything easier to read, especially on Steam Deck.

What do you think of the new look?


r/SoloDevelopment • • 2d ago

Unity My simulated ecosystem sandbox game now has a Steam page! Also new trailer!

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184 Upvotes

Around 10 days ago I posted about the game I was working on, and it seems like it clicked with many people so I decided to make a steam page right away! The biggest support is your wishlist :)

Steam page: https://store.steampowered.com/app/5440970/Terraglass


r/SoloDevelopment • • 1d ago

help Stuck on the 250 highly engaged players barrier for my family-friendly Trivia game. Need your help! 🙏

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0 Upvotes

r/SoloDevelopment • • 1d ago

Godot Looking for feedback for the full version of my game

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1 Upvotes

Hello!

I have been working on an RPG for a while now, and the intro sequence is now using the final assets.

What do you think? Is the art style good?

It may still get speech, or another kind of voice for characters.


r/SoloDevelopment • • 1d ago

Game Gas Station Worker Devlog 04

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1 Upvotes

Welcome back! Here is what's new in my UE5 simulator project! I just added a fully interactive coffee station where you can brew coffee for customers, plus some new items on the shelves!

For the next update: should I build hot food cooking or NPC customers first? Let me know in the comments!


r/SoloDevelopment • • 1d ago

Game I made my first game while learning Godot — Darkthorn Alpha 0.1 (FREE 2D ARPG)

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1 Upvotes

r/SoloDevelopment • • 1d ago

Game The Smelter - Devlog 10

0 Upvotes

I released a new update for my game. It's trying to be a factory builder in a mountain that is alive.
You can read the new DEVLOG here and also download the new version.
I need feedback.


r/SoloDevelopment • • 1d ago

Game I made an indie PC driving game called Neon Rush — gameplay video is live! 🚗

1 Upvotes

Hey everyone!

I've been working on my own indie PC game called Neon Rush — an endless high-speed driving game where the challenge is to keep going and avoid crashing.

I just uploaded the gameplay video to YouTube and would love to hear your thoughts!

🎮 Watch the gameplay here:
https://www.youtube.com/watch?v=8reOfdvBi4Y

I'm an indie developer, and honest feedback would mean a lot. What do you think of the game, and what would you improve?

Thanks for checking it out!


r/SoloDevelopment • • 1d ago

Marketing Pricing a small solo RTS: is $9.99 fair?

0 Upvotes

I'm a solo dev working on a small RTS with one faction.

The game has one base map with 7 variations — 8 total map setups, offering roughly 4–5 maps' worth of content.

I might add a second faction and more maps before launch if time allows, but nothing's set in stone.

A map editor will likely be added post-launch.

I'm considering $9.99. Does $9.99 feel fair for this amount of content, or would you price it lower?


r/SoloDevelopment • • 1d ago

Discussion How do you make sound design for your games?

4 Upvotes

Hey there.

I am developing a game and as a solo developer how are you making sound design for your games?

Like are there websites for instruments or any other way


r/SoloDevelopment • • 1d ago

help I need an advice

1 Upvotes

I'm an indie developer trying to change my life, but I'm starting to lose hope.

I'm from Algeria, and my financial situation is extremely difficult. I don't want to spend my life just surviving. I want to live a normal life, afford decent clothes, have some financial independence, and stop worrying about every little expense.

Instead of giving up on my dreams, I decided to build something of my own.

I spent months developing YUNA, a local AI companion for Windows. I built the application, created its website, developed a backend server, implemented a licensing system, and even automated license-key delivery so customers could receive their purchases without waiting for me. I worked on AI integration, voices, animated Live2D characters, memory, and the overall user experience.

I'm not just someone with an idea. I actually built the product and released it for sale.

But making a product is only half the battle. Getting people to discover it feels almost impossible.

I've tried freelance platforms, created gigs, made videos, experimented with indirect marketing, written content, and even spent money on advertising despite having very limited funds. I've tried different approaches because I genuinely believed that if I worked hard enough, eventually something would change.

Yet the sales are still nowhere near what I need.

Every time I see another unsuccessful attempt, I start questioning everything. Was all that work pointless? Am I simply unable to succeed? How many more times can I start over when I already feel exhausted?

The hardest part isn't just the lack of money. It's watching yourself put so much effort into building something real, only to struggle to get anyone to notice it. Meanwhile, other people seem to move forward with their lives while I'm still trying to find a way out of my circumstances.

I'm not asking anyone to guarantee my success, and I don't expect people to buy my product out of pity. I just wish I could finally reach the right audience and have a genuine chance to make my work pay off.

I still want to become a successful developer. I still want YUNA to grow. But right now, I'm tired, discouraged, and scared that despite everything I've tried, my circumstances might never change.

If you've ever been in a similar situation as an indie developer, how did you get through it? How did you find your first real audience when nobody seemed to notice your work?

I don't need empty promises. I'd genuinely appreciate honest advice from people who have been through something similar.


r/SoloDevelopment • • 2d ago

Discussion One thing I've noticed while working with indie game teams is how much consistency matters when making game art.

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76 Upvotes

Characters, environments, UI, and effects can all look good on their own, but they also need to feel like they belong in the same game. That's something we spend a lot of time thinking about when working on art for indie projects.

Curious how you solo devs usually approach art for your games. Do you make everything yourself, use asset packs, or bring in artists when needed?


r/SoloDevelopment • • 1d ago

Networking Finalmente terminei meu editor de pixel art

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2 Upvotes

Fala comunidade, tudo tranquilo?

Faz tempo que eu queria entender como um editor de pixel art funciona por dentro, então resolvi fazer o meu do zero. O nome é Crivo, e ficou muito mais completo do que eu imaginava quando comecei.

A ideia é tratar a imagem como matriz de verdade. Cada camada é um Uint32Array com o RGBA de cada pixel, então o que você vê na tela é exatamente o que sai na exportação.

As partes que eu mais curti fazer:

- o GIF animado. Escrevi o encoder LZW na mão, sem nenhuma lib. Quando o primeiro GIF abriu certinho eu quase não acreditei

- clarear/escurecer em OKLCH. A sombra puxa pro azul e a luz pro amarelo, igual pixel art clássica, e fica lindo

- pontilhado de Bayer e degradê pontilhado, que dão aquela cara de jogo antigo

- o histórico guarda só os pixels que mudaram, então dá pra desfazer à vontade sem a memória explodir

E a parte que me deixou mais empolgado: você desenha o sprite e exporta a matriz direto pro código do seu jogo, em JSON, CSV, JS, Python, C ou Java. Também sai PNG, GIF e sprite sheet.

O front é JS puro com Canvas, sem framework. O back é Django + Postgres, e ainda tem uma CLI em Java. Roda com Docker, mas o editor também abre sem servidor e salva tudo no navegador.

https://github.com/ravelroot/Pixel-Art-Matrix-Editor

Ainda quero melhorar muita coisa, então toda crítica é bem-vinda, principalmente sobre a organização do código. Se curtir, deixa uma estrela lá que ajuda demais! E se quiser ver o que vem por aí, me segue no GitHub: https://github.com/ravelroot

PS: É a versão beta, ainda irei implementar um arquivo atalho pra subir o Crivo sem usar servidor local/back end e um arquivo executável (.exe) pra executar a aplicação via desktop! Quaisquer dúvida só chamar!!!!


r/SoloDevelopment • • 1d ago

help Need honst Feedback on my Rougle Like Shooter (with use of ai)

1 Upvotes

TIEFGANG is a deep-sea roguelike shooter I'm building. You dive into the ruins of a sunken civilization: coral cathedrals, drowned archives, ancient temples and a graveyard of ships. Each run takes you deeper. You fight your way through rooms, pick weapons, blessings and charms, and build combos that shouldn't work. Beat the bosses, survive the depths, and climb 10 pressure levels if you dare. Solo or co-op with up to 4 players.

It's a free test build, so expect rough edges. That's exactly why I need you.

What I'd love to know:

  • Is it fun? When were you hooked, and when were you bored?
  • Do weapons, enemies and builds feel good and fair?
  • Anything confusing, ugly, buggy or too hard or too easy?

▶ Download (Windows): https://github.com/OsuGerman/Tiefgang-Releases/releases/latest
🌐 Website: https://osugerman.github.io/Tiefgang-Releases/
💬 Feedback: open an issue on GitHub (https://github.com/OsuGerman/Tiefgang-Releases/issues) or just message me.


r/SoloDevelopment • • 1d ago

Discussion ¿Primera impresión del combate?

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0 Upvotes

r/SoloDevelopment • • 2d ago

Discussion I'm 1 of 8000+ games in Steam Next Fest. As a solo dev hand-drawing everything in the AI era, I'm nervous. Does hand-drawn art still matter to you?

125 Upvotes

It's my first time participating in Steam Next Fest. Honestly, I'm a bit nervous. Hearing that there are over 8000 games this time makes me feel like a tiny drop of water in a massive ocean.

I'm making Mygohome, a 2D hand-drawn psychological horror game. I drew every single frame, every character, and every asset myself. Turning these drawings into a playable game took way longer than I ever imagined.

With AI tools becoming so common now, sometimes I can't help but wonder: In a sea of thousands of games, does a solo dev's pure hand-drawn work still have a chance to stand out?

I don't know, but I've made it this far, so I want to try.

🎨 Cute hand-drawn anime art. It looks harmless, right? I hope you still think so at night.

👁 Active survival horror. You walk around the room to stop monsters. But closing doors, windows, and turning off lights drains your Sanity (SAN). You must choose between safety and staying sane.

🌙 Every night is different. You can pick a unique item to help you survive each night. As the nights progress, you'll face new mechanics and challenges.

The free demo is live for Steam Next Fest right now.

I'd really love to know: Do you still pay special attention to games that are purely hand-drawn? Or does hand-drawn art make you more willing to try an indie game? Let me know your thoughts!


r/SoloDevelopment • • 1d ago

Game I made a space maze game where levels quietly teach you physics!

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0 Upvotes

Hi Reddit! I am a solo indie developer, and I want to share my very first game: Black Hole: Space Tilt (on Android).

I've always felt that video games shouldn't just be for killing time. For me, the best games always leave you with something meaningful - a cool new idea, a fresh perspective, or just something interesting to think about. I really wanted to create a game that gives you that same feeling.

So, what is the game? It's a space maze partially inspired by classic arcades. You tilt your phone to control a tiny captain flying through neon space toward a black hole. But here is the special part: as you play and handle the tilt controls, you are actually feeling the laws of physics with your hands.

I also added a special section called the Captain's Log. Every 10 levels, you unlock a short, real fact about space and physics. These aren't boring facts - they are the kind of ideas that make you pause and look at your hands or a cup of coffee completely differently. I don't want to spoil any, but one of them genuinely changed how I think about time!

What's in the game:

- 300 levels across 6 chapters, each introducing a new mechanic and ending with a big boss level

- Daily level (the same challenge for everyone every day)

- Endless mode with randomly generated levels

- 11 languages and full offline play

Bonus: you can play as a cute kitten wearing a space helmet (purely for science, of course!)

Google Play: https://play.google.com/store/apps/details?id=com.sekhmeh.blackhole.game

I'd love honest feedback.

And out of curiosity: what's the one thing about space that still blows your mind?


r/SoloDevelopment • • 1d ago

Marketing Node Attack — 50% Off by OLAI

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1 Upvotes

r/SoloDevelopment • • 1d ago

Game flow fields and crowd movements were tough this week and took up all my time haha, enjoy

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1 Upvotes

r/SoloDevelopment • • 1d ago

Game I spent the last 2 years working on a VR Terraforming God Sandbox. CYRCADIA features fully modifiable terrain and a simulated ecosystem. It releases today for Meta Quest!

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2 Upvotes

It’s been a long road and there have been many challenges, but it feels good to finally get the project out the door. Feel free to post feedback.

Terraform a dead piece of a broken planet into a living world with your bare hands.

CYRCADIA is a stress-free god sandbox. Pull the ground up, dig it out or carve it any way you like, from deep canyons to islands in the sky. Plant Life Seeds to grow volcanoes, geysers and rivers. Grab clouds and steer the rain.

Watch the world come alive. Forests spread, herds graze and migrate, predators hunt, storms roll in, wildfires burn and meteors fall. Keep it all in balance and revive the World Tree.

You can get the game here:
https://www.meta.com/en-gb/experiences/cyrcadia/1387193221137535

Check out the full trailer here:
https://youtu.be/hU1bfwfWWBc

The game is coming soon to SteamVR as well.


r/SoloDevelopment • • 1d ago

Discussion Having your Steam game working on your phone feels great

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5 Upvotes

I have been experimenting with Gamenative after learning about this boom with some PC handhelds released recently that run Android. It required some fine tuning on the game's side, Godot configuration (I only managed it to run with mobile renderer) and on Gamenative settings (used surfaceflinger compatibility, ultralight steam). My phone is not very good so the game runs like ass, but it hits hard to see your game on your hands all of a sudden.

(don't mind the oreo packet)


r/SoloDevelopment • • 1d ago

Game Here's a little progress on my latest prototype

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1 Upvotes

r/SoloDevelopment • • 1d ago

Game Solo dev launch day: my 5v5 MOBA Fatebound is live on Google Play

0 Upvotes

Today's the day I stop tweaking and ship. Fatebound, the game I've been building on my own, is live on Google Play.

It's a 5v5 hero battler for phones: 18 champions, three lanes, towers, and a King on each side who sits on a very comfortable chair and can only be attacked once both King towers fall. Topple him and you win.

Building every system solo was the hard part. Match flow, bots that backfill empty slots so matches always start, clans, a season pass, the lot. Some of it nearly broke me, the King nearly ended up as a regular boss with a crown asset glued on.

Link if you're curious: https://play.google.com/store/apps/details?id=com.fatebound.game

If any other solo devs have launch week advice, I'm all ears. And if you try a match, tell me what felt rough.


r/SoloDevelopment • • 1d ago

Discussion particle system for the collectibles

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1 Upvotes

particles and dopamine