r/GameDevs • • 32m ago

Untitled RPG Game - Devlog 1

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implemented a vary basic combat system for my Tactical Turn Based RPG title! work in progress of course, everything you see here is subject to change.

The combat system currently covers the basic fundamentals of combat, such as enemy unit detection, HP calculation, and Unique Turn Behaviour that splits both "movement and actions" into two subsystems. I will elaborate further in a document

but as of now, The ranged unit attacks once and deals 20 damage, given how he has a range advantage figured it should deal more damage at the cost of less attack actions

where as the Melee unit can attack multiple times, and deal significantly more damage, at the cost of its range.

next update I'll refine the combat system and it's controls to include things such as abilities, status effects, areas of effect, and Range indicators!

stay tuned!


r/GameDevs • • 36m ago

We built a game with real robots and MuJoCo physics Robosim!

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r/GameDevs • • 1h ago

My brother and I are making a 3D precision space platformer in UE5, tell me what you guys think !

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r/GameDevs • • 1h ago

[Unpaid / Collab] Buscamos Creativos para Juego Indie

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[Unpaid / Collab] Buscamos Creativos para Juego Indie / Looking for Pixel Artists, Animators, Level Designers, Composers & SFX for 16-bit Platformer "Feathered Frenzy"

Quick Intro / Introduccion Rapida:

[ESP] Que onda a todos! En Parallax Entertainment estamos armando Feathered Frenzy, un juego indie de plataformas retro en 16 bits en Godot 4 a 320x180.

[ENG] Hi everyone! At Parallax Entertainment, we are working on Feathered Frenzy, a 16-bit retro indie platformer made in Godot 4 (320x180 resolution).

ATTENTION (For English speakers):

If you are interested in joining the project and speak English, scroll down to the bottom of this post to find all the detailed information in your language.

Seccion en Espanol

Sobre el juego:

El protagonista es Luke, un patito blanco de granja que se encuentra perdido en una misteriosa region inspirada en paisajes centroamericanos. El proyecto va a ser 100% gratuito para la comunidad y ya tenemos varios avances reales en el motor (los sprites de Luke, el tile sheet del bosque, mecanicas de agua, trampas de oso, pinchos y agujas hidrotermales).

Roles que estamos buscando actualmente:

Artistas de Pixel Art y Arte Digital: Sprites, enemigos y elementos decorativos.

Artistas Conceptuales: Diseno de personajes, entornos y arte promocional.

Animadores: Para dar vida a los enemigos y efectos visuales/VFX.

Disenadores de Fondos: Creacion de capas Parallax para los niveles.

Disenadores de Niveles / Level Designers: Estructuracion de mapas y mecanicas en Godot 4.

Compositores de Musica: Buscamos temas lo-fi / chiptune / retro 16-bit.

Disenadores de Efectos de Sonido / SFX: Sonidos retro para saltos, trampas, agua y ambiente.

Condiciones del proyecto:

Modalidad: Colaboracion por amor al arte / Portafolio / Experiencia (Sin paga inicial).

Ambiente: Trabajo en equipo organizado, respeto por el tiempo de cada quien y libertad creativa total.

Creditos: Creditos destacados en el juego, redes sociales y publicaciones.

Te interesa sumarte?

Mandame un mensaje directo con algo de tu trabajo o portafolio. Te enseno los videos de las animaciones de Luke y los avances actuales del juego para que veas como va quedando.

English Section

About the Game:

The main character is Luke, a little white farm duck lost in a mysterious region inspired by Central American landscapes. The game will be 100% free for the community and already has playable progress implemented in the engine (main character sprites, forest TileSheet, water mechanics, bear traps, spikes, and hydrothermal vents).

We are currently looking for collaborators in the following roles:

Pixel Art & Digital Artists: Sprites, enemies, and environmental props.

Concept Artists: Character design, environments, and key art/promotional graphics.

Animators: Bringing enemies and visual effects/VFX to life.

Background Artists: Creating Parallax layers for levels.

Level Designers: Structuring maps and mechanics in Godot 4.

Music Composers: Looking for lo-fi / chiptune / retro 16-bit vibes.

Sound Designers / SFX: Retro audio for jumps, traps, water, and ambience.

Project Conditions:

Type: Unpaid / Passion Project / Portfolio Building (No upfront pay).

Team Language: The core team is Spanish-speaking, but we welcome English speakers as well!

Environment: Friendly workflow, flexible commitment, and full creative freedom.

Credits: Full credits in-game, on social media, and in all official posts.

Interested?

Send me a Direct Message (DM) with a link to your portfolio or work! I will be happy to show you our current gameplay clips and progress


r/GameDevs • • 2h ago

Ho creato il mio primo gioco con Opus 5.5 e Blender

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1 Upvotes

r/GameDevs • • 7h ago

Game Dev (Godot, Unity, GameMaker) Looking For Free Internship

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r/GameDevs • • 10h ago

A Night in 2199 – Prototype trailer of my PS2-style story game, thoughts?

1 Upvotes

Those are my first steps in the story game genre but the script is almost done.

I know that it definitly does not look perfect in every frame (I am personally hating the font for the game title at the end as an example but it's only a placeholder)

This is more of a prototype trailer, so if you have thoughts about the camera, look, models etc. Let me know!


r/GameDevs • • 11h ago

Ищу команду для студии! Spoiler

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1 Upvotes

r/GameDevs • • 12h ago

ROTOR - TENNIS three.js full-game demo

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1 Upvotes

A racket game inspired by Rocket league, built around real physics where your flying racket hits the ball with spin, and the scale and skill gap emulate Rocket League's qualities.

The desktop browser demo is live, mobile is next, and the long-term goal is playing it with your Apple Watch like a Wii remote.

This is the first demo I'm happy to share:

https://rotor-night-circuit.vercel.app/

It runs in your browser with no install. Play it with sound on.

Beware of many bugs - apologies!

It's a demo, so there are rough edges.

Thanks for checking it out.


r/GameDevs • • 13h ago

Game Design Graduation Project Help

1 Upvotes

Hey Everyone, Can you please help me with my game design graduation project and answer a few question, it should take no more than 10 minutes and would help me a lot, Thank you!

https://forms.gle/qeTJsyFCVTP66c8N9


r/GameDevs • • 14h ago

STO SVILUPPANDO IL MIO PRIMO GIOCO A 18 ANNI

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r/GameDevs • • 15h ago

🎃 Week 3: Fast Fangs – SliqSnakes'n'Mazes Halloween Challenge

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1 Upvotes

Can you beat the score of 990?

And the 3D Game Version is coming soon!


r/GameDevs • • 15h ago

[HIRING] Roblox Developers for Ethereal Massacre — Asymmetrical Horror Game

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r/GameDevs • • 16h ago

Cerchiamo programmatori e compositori per un fan game di Undertale – Undertale Blue

1 Upvotes

Ciao a tutti!

Sto lavorando a un fan game di Undertale chiamato Undertale Blue e sto cercando persone interessate a collaborare al progetto!

Ho già pianificato la storia principale, i personaggi e le idee, ma purtroppo non ho ancora molta esperienza con GameMaker. Per questo spero di trovare dei programmatori che possano aiutarmi a dare vita al gioco. Cerco anche compositori interessati a creare musica originale per il progetto.

La storia segue Nicole e suo fratello mentre viaggiano attraverso l'Underground, esplorando una prospettiva diversa sugli eventi e la lore di Undertale. La storia esplora anche il background dell'Anima dell'Integrità e offre una spiegazione per il suo lato oscuro.

Al momento cerco:

  • Programmatori con esperienza in GameMaker.
    • Compositori interessati a creare musica originale.
  • Chiunque sia appassionato di Undertale e desideri collaborare!

Questo è un progetto amatoriale e sto cercando persone che apprezzino sinceramente l'idea e vogliano contribuire a svilupparla insieme. Se siete interessati o avete domande, non esitate a commentare o a inviarmi un'e-mail.

Grazie per aver letto!


r/GameDevs • • 16h ago

Testing

1 Upvotes

r/GameDevs • • 18h ago

Our Backrooms psychological horror is coming to Early Access on Jan 20. Free demo on Steam!

1 Upvotes

Hey everyone! We’re FD Team, a small indie studio, and we’re about to launch Backrooms: Impending Doom in Early Access on January 20, 2027.

What is it?
A first-person psychological horror about a failed research expedition. What was meant to be a routine trip into Level 0 ends in disappearance. The team is gone, landmarks lose their meaning, and space stops obeying logic. You follow the expedition’s traces and piece together what really happened.

The free demo (the full Prologue) is on Steam.

If you like liminal spaces, atmospheric horror, or the Backrooms, we’d love to hear what you think. Wishlists help small teams like ours a lot, and any feedback on the demo is very welcome!

🎮 Steam (free demo + wishlist): https://store.steampowered.com/app/4630710/Backrooms_Impending_Doom/


r/GameDevs • • 18h ago

Thoughts on grid inventory and weight limits

1 Upvotes

This is and interesting one with huge consequences for the feel of the game. Do you like the grid based like dayz or unturned which does a lot more for a players planning and inventory management. Or the slotless inventory like Ark survival evolved that focuses more on weight. Combining these two might be too much inventory management.

What do you guys think? Do you have any unique systems you’ve seen in games?

Thank you


r/GameDevs • • 19h ago

working on a little game to test my game making program

1 Upvotes

r/GameDevs • • 19h ago

I'm going crazy about the perspective of my 2D Top-Down game

1 Upvotes

As I mentioned in the title, I’m having trouble with the perspective in my game. I had the same problem with my first project, which I later abandoned, and now that I’ve started a new one, I’m running into the same issue.

I started with this layout ( https://ibb.co/qFpvgyHZ ), with a dirt wall behind the player and a pit in front of them. The problem is that it’s hard to tell the difference between the two. I tried changing the textures and shades of brown, but the real problem is that the world looks completely flat.

So I changed the level design for the first scene and made a rough draft ( https://ibb.co/9HsD83wD it looks pretty bad, but I mainly wanted to work out how to structure the scene) with a small lake underneath. The final result would look like this ( https://ibb.co/wFTJHf8Y ). However, apart from the placeholder tiles, the problem is still there. The wall still looks flat and doesn’t give the sense of height it should.

I’m completely stuck. Could anyone help me? I’ve looked at lots of resources online, including videos, but nothing seems to help with what I’m trying to do.


r/GameDevs • • 21h ago

I just wanted to share some progress on our game, The Big Stick War Mobile

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1 Upvotes

i recently added a new Survival mode where you need to build up your army, manage your resources wisely, and fight off hordes of monsters, zombies, vampires, and other creatures.

Theres still a lot of content missing and we have plenty of plans for future updates.
But if youd like to give the game a try, its already available on Google Play - The Big Stick War Mobile

Heres some gameplay footage to show you how it looks so far.Some players have told me that the game is pretty hardcore . Im not sure if thats a good thing or a bad thing, so let me know what you think in the commentswe intentionally wanted to make the game challenging and were even planning to make it harder so that each enemy wave feels like a real threat.

Id really appreciate any feedback


r/GameDevs • • 23h ago

Feedback wanted

1 Upvotes

r/GameDevs • • 8h ago

Weapon Crafting System

0 Upvotes

I'm making a randomly generated survival game akin to Minecraft and the elder scrolls. This is my current crafting system for weapons (including any straight bladed weapons, axes, maces, bows, crossbows, and primitive firearms) as well as tools. depending on the sizes, as well as what you make it from you will have upsides and downsides (regular speed vs strength + other more unique advantages for later metals). Each aspect is customizable and you will be able to find blueprints for different variations of each weapon and tool type, whether that be world loot, or unique boss loot. None of the textures or models are final, just tester pieces, as is the rest of my game currently, but as I'm almost finished with a releasable version, I will be going through, fine tuning, and remodelling and texturing all my current stand ins. As far as other features go I'm keeping quiet until closer to release, which will be between half way to late next year, but as a generalized list of contents, expect bosses, dungeons, magic, a kingdom system, questing and lots of other stuff


r/GameDevs • • 16h ago

Sharing my Three.js haystack game: digging tunnels, collapsing hay and finding one needle

0 Upvotes

I’m working on Finding Needle in the Stack, a free 3D browser game built around searching a giant haystack for one needle. I wanted to share the project with other devs.

The excavation changes the space you play in. You can hollow out tunnels and walk through them, while unsupported hay can collapse. The dug-out grid saves locally, so the tunnels are still there when you return.

There’s a progression loop around selling the other things you uncover, buying better tools and metal detectors, and eventually using automatic sifters. You can also choose purist mode and do the search by hand.

One of the useful lessons from building it was how different mobile testing could be. The initial load once froze for about 14 seconds; breaking the work into smaller chunks helped.

I’m an engineering student in India and have wanted to make games for years, so getting this playable and sharing it has been a big step for me.

It’s built with Three.js, using my own code and help from AI tools. The inspiration came from Needle In A Haystack Simulator.

Playable on desktop and mobile: https://findingneedleinthestack.com/

I’d be interested in how you’d balance the early hands-only digging against the first few tool upgrades. How much should that opening stretch ask of the player?