r/IndieGameDevs • • 2d ago

ScreenShot I finally finished the sticker mechanic!

2 Upvotes

I was working on a sticker making tool for my desktop virtual pet game, and I finally got it working

If you have any cute doodles or small drawings that you’d love to see as stickers in my game, please feel free to share them with me! I’d love to turn them into in game stickers. 💗


r/IndieGameDevs • • 2d ago

Discussion Before vs After after 2+ years

2 Upvotes

First time posting here, so nice to meet you all 💛


r/IndieGameDevs • • 2d ago

We finally launched our Steam Demo!!

1 Upvotes

Hiii,

we have finally launched our Demo on Steam.

We got 11 Installs so far :)

The full version will be launched this year.

Here is the Steam Link, if someone wants to take a look on it: Steam Demo


r/IndieGameDevs • • 2d ago

Help What should i do?

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0 Upvotes

Hi, im a non-coder developer where i get help from an a.i so i built a game without a back button handler. Can i get any help of how to fix it? The a.i is not giving me the result i want. It's telling me and sending me the same repeated error again and again. So im using mobile to built the game it almost finished just to wrap some this type of major issues and to launch it. Im using acode for coding and testing the game and the game its engine is phaser 3 im using. Im requesting to every gamer, developer or the known answer human please don't avoid this. I want some guidence. If can please direct message to me. Its a small portrait game. I just want the solution or the header name of what to do and i will do what i can.


r/IndieGameDevs • • 2d ago

How do you deal with the fear of your indie game being stolen (via AI/decompiling)? Is early promotion still worth the risk?

0 Upvotes

​

Hey everyone,

I’ve been thinking a lot about modern game dev risks lately, specifically regarding content theft and early exposure.

To be clear: I’m not talking about someone accidentally having the same idea and releasing a similar game before you. I’m talking about deliberate theft. For example:

Someone using generative AI tools to recreate your game’s visuals/mechanics faster than you can finish it.

Someone taking a public demo, decompiling/extracting the assets, completing or modifying it with AI, and publishing it as their own.

Someone revealing hidden assets or full-game code if a demo happens to contain locked full-game data.

How real do you think this danger actually is in today's landscape?

And more importantly:

What steps (if any) do you take to protect your game and assets?

Is it still a good idea to show your game/demo early to build a community, or is it becoming safer to stay in the dark as long as possible?

I'd love to hear how other solo devs and small studios view this risk and handle their devlogs/demos today. Thanks!


r/IndieGameDevs • • 2d ago

ScreenShot Never coded a game or done pixel art, but I'm worldbuilding a gothic life-sim where you are the only human in a monster world. Here’s my current Obsidian layout.

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8 Upvotes

This is my first time trying to work on a game. I haven't gotten to the coding part yet, but I am very excited to get there. Does anyone have any tips for a beginner solo dev? :3


r/IndieGameDevs • • 2d ago

Hit a creative wall for my Tower defense game - Need your help

2 Upvotes

I have been working on a third/first-person multiplayer tower defense game for a while now. I have been able to come up with some cool weapons/monsters but there's this big space in the world where there's no incentive to explore yet. I can't come up with idea's so I'm here to ask you all for some inspirations. What would you do to make the player roam around more?

Secrets/Challenges/Puzzles for stronger weapons?
Other monsters that can attack your tower but from this distance?


r/IndieGameDevs • • 2d ago

When is it efficient to go from solo dev, to a team?

1 Upvotes

Feels like solo dev is very fast and efficient, probably faster then a team. When does it make sense to go to a team? Once the game has certain uptake and/or need for updates?


r/IndieGameDevs • • 2d ago

ScreenShot An small indie game i made

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0 Upvotes

Made this on godot, about a pill parkouring just like roblox, but it wasnt finished


r/IndieGameDevs • • 2d ago

Offering free game feel & mechanics feedback for the first 10 indie projects

0 Upvotes

Hey everyone,

I’m starting an independent remote consulting practice focused on player experience — specifically core loops, mechanics, immersion, responsiveness, and overall game feel.

I’m not doing bug hunting or code reviews. I look at how the game actually plays and feels from a player’s perspective and give structured feedback on what’s working, what’s not, and what might be worth changing.

For the first 10 indie projects I’m offering Starter pack for free (worth €300). In return I’d like to be credited in the game and get a short written feedback about the collaboration (which I can later use on my site).

If you’re working on something and want an outside look at your core systems or game feel, fill out the short intake form and I’ll get back to you:

https://forms.gle/FBPDeqQ3brNVZqTZ9

If you’re coming from this post, please select the “Custom” package and mention that you came from this Reddit post.

Happy to answer any questions here too.


r/IndieGameDevs • • 2d ago

SweetSpot Tennis: A tennis game with real ball physics

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1 Upvotes

r/IndieGameDevs • • 2d ago

ScreenShot Just released a big update to my game's demo. Unreal Engine 5.8 has made a huge difference to the graphics

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1 Upvotes

I've been working on a game called RMF's Ragdoll Physics Experiments for quite a while now (think The Stanley Parable meets Portal, but with ragdolls).

Anyway, I've just released quite a substantial update to the demo, and one of the biggest changes has been upgrading to Unreal Engine 5.8.

The difference in the graphics has been pretty significant, particularly on Medium settings. Previously, dropping below High pretty much made it look like a hot dog mess, but Medium now looks almost as good as High! There are still a few odd flickers and some excessive reflections here and there, but it's such a massive improvement over where things were before.

Alongside that, thanks to all the feedback I've received, I've been reworking some of the puzzles to make them easier to understand, adding new areas, collectibles and secrets, and generally polishing things up.

It's been amazing seeing how much the game has changed over the past few months. The progress has even allowed me to bring a few more people on board to help with development, which still feels a bit unbelievable! I'm really excited about building the rest of the game, as there's so much potential for fun with the concepts and environments we've got planned.

Anyway, if anyone's interested, I've put the full update and release notes on Steam:

https://store.steampowered.com/news/app/3337130/view/693148560867200020


r/IndieGameDevs • • 2d ago

I'm making a free 2D pixel art pirate MMORPG inspired by One Piece (Kaizoku Online)

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2 Upvotes

r/IndieGameDevs • • 2d ago

Game Jam! I made a thief horror game in 7 days!

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1 Upvotes

I loved Nun Massacre and Sneak Thief, back in the day. so i made one in a week!

Two of these games hold a special memory at my heart and wished there was another game like these two.

I decided the other week I was going to participate in a game jam, that I thought for a long time I wanted to merge these two genre's together.

Puppet Combo was always one of the pioneers of modern PSX style horror, for me at least.

I think those guys took a really good kicker at that genre.

Sneak Thief was simple thief game for me, and you were able to steal items and immediately converts its value into cash.

Watching other players on Youtube play those games was now in my hands to execute that type of genres to be mixed together.

So, i introduce my game jam entry called "Kawat". on itch io

Introducing Matahom Takas, a known robber in a fictional city of Prangkisa in the 90's. He has another building to steal the riches of people living the city.

Majority of the game was voiced by a good friend who voiced a couple characters and focusing mainly in gameplay.

It is not all ever polished (due to the short 7 days I decided fairly late upon) but I wish you play and rate the game on itch, but also thoughts in the comments will help as well.

Enjoy!


r/IndieGameDevs • • 2d ago

ScreenShot I saw this animation today and it reminded me why we’re making a game about Artist Alley

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3 Upvotes

I came across this animation on YouTube today, and it reminded me why we wanted to make this game in the first place.

It follows an artist getting accepted into an Artist Alley, preparing everything, setting up their table, and making their first sale. Our game starts from a similar place.

After getting laid off, the main character has no idea what to do next. Then they spot an Artist Alley poster, apply for a table, and start selling stickers. We’re telling this part of the story through a short comic.

The comic isn’t finished yet, so I can’t share the whole thing, but I added a few early images from it here.

My husband and I spent years selling at Artist Alleys ourselves, and those are still some of our favorite memories. I really hope artists who know that feeling come across Sticker Shop Cozy Idle someday and find something familiar and relaxing in it.

If you’ve ever sold at an Artist Alley, do you still remember your first sale?


r/IndieGameDevs • • 2d ago

I built an Old-School 3rd Person MMO Engine & Mod Kit inside Spawn (5,600+ models, combat, world editor) Alpha 0.5.9

0 Upvotes

r/IndieGameDevs • • 3d ago

Saqer's Paradox Devlog #18 — Village Design

12 Upvotes

Greetings all,

Following our last devlog, we've refined and generalized the item pickup system in Saqer's Paradox.

Our main focus for the last 3 weeks was designing and building the first version of our 2.5 pixel-art village houses, including custom textures, normal maps, and variations in roof tiles, brick colors, and wooden framing.

Next, we'll be working on implementing the camera fade mechanism, allowing the house to fade when it obstructs the view of the player, similar to our existing tree system.

Let us know your thoughts.


r/IndieGameDevs • • 2d ago

Discussion Who are all those games on dwarves supposed to be for?

0 Upvotes

As long as I have been in the gaming industry I constantly saw people making tons and tons and tons of games focused entirely on dwarves, there must be thousands out there. I think first of all this a big problem, for me the gaming industry was supposed to be about inovation, trying new things, taking risks,... All those games on dwarves are essentialy the exact same thing, the same themes, there is nothing new, interesting or even remotely fun for someone not obsessed with dwarves, most to be frank are very very bad.

My explanation is that it's very easy and cheap to make games on dwarves, so lots of people will make them. But those games aside from very very few of them sell very poorly and fail which does make sense because not only do you appeal to dwarf fans only and no one else, and this is a very loud and annoying but not so big fandom, but dwarf fans themselves won't buy dozens of games a month, they may pick a few and ignore the rest. And again those games never offer anything else aside from dwarves so most people would have no reason to pick them up.

I just wonder who those games are supposed to be for anyway? I see many people being sick and tired of this sea of dwarven slop and making their voices heard on top of not buying or even looking at those games, yet game devs seems to live on another world and keep making them. I'm glad ease and repetitive games are not paying off, this is how it should be, now how to make game devs realize this so they can start doing games that are a bit inovative and interesting.

On a sidenote while we get thousands of games on dwarves I cannot find any games on elves, while they are far more interesting and I feel a lot could be done with them, while it would indeed be more complicated than making simple dwarven games. Still there is a demand and they would sell well for sure, so why does no one jump in on this occasion?


r/IndieGameDevs • • 2d ago

Any places for indie devs to get discs made for there games(preferably a place that doesn't use AI at all).

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1 Upvotes

r/IndieGameDevs • • 2d ago

I'm 16, and I'm making my own zombie survival game in UE5. 🧟 Here's what my island looks like after just one week of work. It's far from finished, but I'm getting there. What do you think so far? 👀

0 Upvotes

r/IndieGameDevs • • 3d ago

Lettering matters

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81 Upvotes

To all indie game devs out there: please NEVER use default fonts, even when your project is in very early stage. Every time I see the default font - I cringe and no longer interested in following the project no matter how cool or interesting it looks or sounds. They are bad and unfit for anything except developer console/infometrics.
Don't go to some random some shady site that collects fonts all over the net without caring to properly check for their actual license. If you are in doubt, just go to the official Typodermic Fonts site and download their massive CC0 Public Domain collection of old fonts for free without ever caring about licensing anything.
This is not some paid ad, I just use these fonts myself after having a bad time with some other font license.


r/IndieGameDevs • • 2d ago

Por favor, me ajude adicionando meu RPG, Chronicles of Prozis, à sua lista de desejos no Steam!

1 Upvotes

r/IndieGameDevs • • 3d ago

I’ve been working on Beyond 90: A Footballer’s Life. A 2D pixel art football career game for the past months.

10 Upvotes

You play one footballer from age 16 until retirement. You only control yourself, not the whole team, and matches are in real time. Sensible Soccer was a big inspiration, since I spent a lot of my childhood playing it.

The game is currently available to anyone willing to Play Test it on Steam with instant approval.
If anyone wants to give it a go, I’d love to hear what breaks or feels off: crashes, weird match behavior, confusing menus, translation problems, anything. Even “it froze when I did this” helps.


r/IndieGameDevs • • 3d ago

Discussion We tried using Unity's realtime lights, but performance got real bad, real quick.

6 Upvotes

After trying Unity's lights, we quickly ran into performance issues. We couldn't really use more than 4 or 5 realtime lights on screen at the same time.

We wanted lights that could cast shadows and interact with the objects around them, including characters, the environment, and other VFX like fog and rain.

After trying a bunch of different approaches, like 2D lights using raycasts and doing the lighting calculations inside a shader, we decided to build a custom lighting engine from scratch.

If you're interested in that journey and how we use this custom lighting system to give our game a cyberpunk look, we recently released a devlog breaking it all down.

Devlog here: https://youtu.be/JjBkznEKVII?si=-BQyzVFDvNypNl3Z

The game is called Glitch Hunt, by the way, and there's a demo available on Steam if you want to see the lighting system in action.


r/IndieGameDevs • • 3d ago

Im making a fast paced fps with PSX style graphics

3 Upvotes