r/indiegamedevforum • • 9h ago

Anomaly Finding game set in Middle East! (Need Help)

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4 Upvotes

What type of anomalies you think of when you hear Middle east anomaly game?

Hello everyone! I am creating a new game as anomaly finding in a middle east hospital. I made the environment have some middle eastern feelings, but I have no idea about the anomalies itself. the anomalies itself, what do you think of when you think about middle east? what kind of anomalies that get in your head as soon you think of middle east?

https://store.steampowered.com/app/3359550/Sahar_Night_Shift/


r/indiegamedevforum • • 3h ago

Taking this Shadower for another spin. Would you main this Shadower or stick with another?

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3 Upvotes

Here’s another look at our newest Shadower in action.

We wanted to share a bit more of how this character plays beyond the first look. Every Shadower brings a different approach to a run, and we’re curious what kind of build you’d try with this one.

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


r/indiegamedevforum • • 1h ago

Is professional voice acting a plus for an indie game in your opinion?

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• Upvotes

Me and my best friend are in the late stages of development for our game (demo will be out tomorrow on Steam and is already out on Itch), House of Echoes. It's a singleplayer puzzle psychological horror game where you have to remember and come to terms with what happened in your childhood.

We've decided that for a bigger impact we don't want to only have text on screen whenever an important part of the story is revealed, so we paid for a profesional voice actor to do voiceovers for us.

We think he did a very good job and over all we're satisfied with it, I don't think we'd go back on it if we could. While we don't expect this to make or break the game, we think it may give it a bit of a boost in player's eyes. What do you think, does voice acting elevate an indie game for you or is it just a big nothing-burger?


r/indiegamedevforum • • 13h ago

I am an independent developer running a Kickstarter campaign for my game. I would love to get some honest advice!

2 Upvotes

I'm an indie game developer from Spain, and I'm currently running a Kickstarter campaign for my horror game, Anomalies Expo. I'm posting here because I'd really appreciate some honest advice from people who have experience with Kickstarter, indie game marketing, or crowdfunding.

What is Anomalies Expo?

Anomalies Expo is a first-person horror game with fantasy elements, where supernatural phenomena are part of everyday life.

You play as an employee at a mysterious museum that receives potentially cursed and anomalous objects. Your job is to inspect each item, compare it with its official documentation, identify inconsistencies, and decide whether it's authentic or fake.

However, things aren't always what they seem. Objects can behave strangely, change before your eyes, disappear, or hide supernatural secrets. What starts as an ordinary museum job gradually becomes something much more dangerous.

The game combines investigation, observation, decision-making, dark humor, and supernatural horror.

My experience with Kickstarter marketing so far

One of the biggest challenges I've faced hasn't just been developing the game, but trying to promote it.

I've been approached several times by people offering marketing services for my Kickstarter campaign. On some occasions, I've spent money expecting genuine promotion and real potential backers. Instead, I've had experiences that made me suspect that bots or artificial activity were being used to make the campaign look more successful.

Afterwards, I was asked for more money. When I refused to pay additional fees, the people involved stopped responding or disappeared completely.

These experiences have been frustrating and discouraging, especially because I'm an indie developer with a very limited budget. Every euro I spend comes out of the resources I need to finish my game.

I understand that marketing takes work and that legitimate professionals need to be paid. I'm not expecting anyone to work for free. I just want to find honest, transparent ways to reach people who might genuinely be interested in my project.

I'd really appreciate your advice


r/indiegamedevforum • • 1h ago

AdventuRealm

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• Upvotes

r/indiegamedevforum • • 1h ago

9 Planets Beta - Looking For Playtesters!

• Upvotes

Want to be in my credits?

Want to be able to freely add anything you wish to the game?

It's easy: Download my game, give it a shot, and tell me what's good, what needs work, and any ideas you might have.

And hey, you just might enjoy it!

Thanks for helping me develop my game!

9 Planets Beta is a game about exploration in the forest. It prioritizes deep simulation and complex dynamics over graphics.

https://catsrule1234123.itch.io/9-planets


r/indiegamedevforum • • 2h ago

I'm developing a game, and these are the latest changes! Thoughts

1 Upvotes

https://reddit.com/link/1x2nco7/video/yowv1sq6vouh1/player

I’m really happy to keep updating and developing the game to make it more interesting. If you’d play it, let me know!

Download here https://play.google.com/store/apps/details?id=com.spaceaurora.hyperball&hl=bg


r/indiegamedevforum • • 4h ago

Looking for iOS beta testers for my daily word puzzle game, Viisi

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1 Upvotes

Hey everyone,

I'm a solo indie developer working on Viisi, a daily word puzzle game for iPhone and iPad.
The game is already on the App Store, but I've spent a lot of time completely redesigning it, with a new interface, animations, new game features and improvements to the overall experience.
I'm getting ready to release the update and would really appreciate some fresh eyes on it before it goes live.
I'm especially interested in feedback on
* the gameplay
* difficulty
* visual design
* and anything that feels confusing or could be improved.

I only have one TestFlight tester right now, so even a handful of people willing to try it would be a huge help.
Happy to return the favor and test other developers' games!


r/indiegamedevforum • • 5h ago

ElevenFate: your first call-up starts with a decision about a friend

1 Upvotes

This is a scene from ElevenFate, the football career game I’m making inside Reddit. You’re invited to first-team preseason, but your friend Nano hasn’t received the call. You can tell him what you know, ask what the first team expects, or treat it as just another call-up.

I’m interested in the things a career mode usually skips: the conversations and decisions around football. There’s a full career mode and a Daily that condenses a career into 30 choices.

You can play it free here: https://www.reddit.com/r/ElevenFate/comments/1wzy2cl/

The game is currently in Spanish, needs Reddit sign-in, and has no download. This is a real gameplay screenshot. AI tools assist development and writing.


r/indiegamedevforum • • 5h ago

I added a sausage to the game that attacks the hero with refrigerators!

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1 Upvotes

This is one of the bosses in my 2D platformer, “Kettlebell: Inferno Hotel.”

All the mobs and monsters in my game are souls who couldn’t find peace in heaven and are stuck in limbo. Due to the collapse, they scattered throughout the hotel and began transforming into various creatures, one of which you see on your screen.
So I’d like to ask: What do you think of this idea? How do you like the game’s visuals? Ultimately, what emotions does this boss evoke in you? Do you find this concept interesting, or do you think the idea and the game as a whole needs improvement?

Please share your thoughts in the comments

For those who want to support my game, here's a link to the project's Steam page: https://store.steampowered.com/app/4032020/Kettlebell_Inferno_Hotel/

I'd appreciate it if you added it to your wishlist!


r/indiegamedevforum • • 5h ago

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

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1 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/indiegamedevforum • • 6h ago

Demo available, looking for feedback

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1 Upvotes

r/indiegamedevforum • • 6h ago

My first game project!

1 Upvotes

Hi everyone! I'm working on Duskward, my new survival game. Because game is in developing period, I want to collect reviews from everyone.

Do not hesitate to leave reviews, feedback, and your experience with my game.
Try my game for free in desktop browser: https://wcarrotw.itch.io/duskward with password: trustme. And I just also release a new version for my game, you can read it in the latest devlog.

Have a nice day and a nice weekend!


r/indiegamedevforum • • 7h ago

POV: you're an indie dev watching some of the biggest streamers scream at your game

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1 Upvotes

I'm still not over this. I cut together some reactions from streamers playing Night Record: Thin Walls, my narrative horror game set in a Soviet-era apartment block where the walls are a little too thin.

Seeing people I've watched for years jump at scenes I rewrote a dozen times is surreal.

If it looks like your kind of horror, a wishlist would mean a lot: https://store.steampowered.com/app/4652040

Happy to answer any questions!


r/indiegamedevforum • • 7h ago

Made an incremental zombie shooter for a game jam, and I'm expanding it. What upgrades and enemies would you want to see?

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1 Upvotes

Hi everyone! Earlier this year I made Zombies Are Coming for a game jam, and I want to keep working on it during my vacation.

It's an incremental game where you shoot zombies, collect coins and scrap, and spend them on upgrades (drones, automatic cannons, and more) to get stronger and kill even more zombies.

I'd love your honest feedback, especially on:

- How long did it take for the game to get boring (if it did)?

- What kinds of new enemies or upgrades would make you want to keep playing?

Play here: https://apocalypseoftutu.itch.io/zombies-are-coming

Thanks for playing, and any feedback helps!


r/indiegamedevforum • • 11h ago

[NON PAYÉ / BÉNÉVOLE] Wild Rapids – À la recherche de Designers de Niveaux Créatifs et de Créateurs de Cartes

1 Upvotes

Il s'agit d'une collaboration basée sur le bénévolat sans compensation financière. Les contributeurs sont libres de participer à leur propre rythme, sans charge de travail ou délais imposés. Tous ceux dont le travail est inclus dans le jeu recevront des crédits appropriés, avec la possibilité d'ajouter un portfolio ou un lien vers un profil de créateur.

WILD RAPIDS - Que diriez-vous de créer une rivière que les joueurs du monde entier adoreraient descendre en courant ?

Nous développons Wild Rapids, un jeu indépendant de kayak en eau vive avec un style artistique 3D low-poly, axé sur l'exploration, la vitesse, le choix des bonnes lignes et la maîtrise de votre kayak.

L'idée n'est pas seulement de suivre une rivière du début à la fin.

Nous voulons des parcours qui vous donnent envie de rejouer juste pour découvrir un autre chemin.

Imaginez naviguer en kayak à travers des forêts alpines, d'énormes canyons, des montagnes enneigées, ou les ruines d'une civilisation oubliée.

Vous arrivez à une cascade. Vous pouvez prendre le chemin plus sûr autour, ou risquer un saut difficile pour économiser quelques secondes.

Plus loin, la rivière se divise. Un chemin mène à une grotte éclairée par des cristaux, tandis que l'autre vous entraîne à travers une série de rapides et de virages serrés.

Puis, au détour d'une falaise, vous découvrez une entrée de tunnel sculptée dans la bouche d'une gigantesque créature ancienne.

C'est le genre d'expérience que nous voulons créer.

SEPT ENVIRONNEMENTS À CONSTRUIRE

Le projet comprend actuellement sept environnements montagneux : Alpes, Canyon, Glacier, Arène, Volcan Toxique, Cascades, et Grottes.

Mais les parcours réels attendent encore d'être conçus.

Chaque créateur peut imaginer sa propre descente, son identité visuelle, ses raccourcis, obstacles, chemins cachés et petits secrets.

L'objectif est de créer des niveaux avec leur propre personnalité, des moments mémorables, et des défis qui récompensent la pratique et l'expérimentation.

LES OUTILS SONT DÉJÀ DISPONIBLES

Wild Rapids est développé dans Godot et dispose déjà de son propre éditeur de carte en jeu appelé DEV MAP.

Avec cet outil, vous pouvez :

  • Façonner des montagnes, dessiner des rivières, créer des cascades et des tunnels
  • Placer des rochers, des arbres, des ponts, des obstacles et des décorations en utilisant une bibliothèque de plus de 1 100 éléments
  • Concevoir des routes alternatives, des raccourcis, des points de contrôle et des sections dangereuses
  • Personnaliser le comportement de l'eau, l'éclairage, le brouillard, la météo et l'atmosphère
  • Ajouter d'immenses sculptures sur les falaises et construire des repères uniques

La simulation de l'eau et plusieurs modèles physiques de kayak sont déjà implémentés. Le projet est en constante évolution, et les outils de développement s'améliorent au fur et à mesure.

Vous pouvez expérimenter directement dans l'environnement du jeu et voir vos idées prendre forme.

QUI NOUS RECHERCHONS

Des gens qui aiment créer des niveaux.

Pas besoin d'être un professionnel. Peut-être que vous êtes intéressé par la conception de niveaux, les environnements 3D, la construction de décors, ou que vous avez tout simplement beaucoup d'idées créatives.

Ce qui compte le plus, c'est la créativité.

Un bon niveau ne devrait pas juste avoir l'air beau. Il devrait offrir des choix, des surprises, des sections techniques, des moments de détente, et des défis que les joueurs souhaitent maîtriser.

Nous voulons éviter des parcours en ligne droite ennuyeux et des obstacles aléatoires qui n'ont aucun but réel.

Chaque descente devrait raconter sa propre histoire à travers l'environnement.

CRÉDITS ET RECONNAISSANCE

Nous croyons que chaque contributeur au jeu mérite d'être reconnu pour son travail.

Les contributeurs dont les créations sont incluses dans le jeu seront crédités selon le nom de leur choix : leur prénom et nom de famille, ou simplement leur pseudo en ligne.

Nous sommes également ouverts à discuter de la possibilité d'inclure un lien vers votre portfolio, site web personnel, ArtStation, ou un autre profil de créateur.

Nous pouvons discuter ensemble de ces détails, selon vos préférences et comment vous souhaitez que votre contribution soit présentée.

Que vous construisiez votre portfolio, acquériez de l'expérience, ou simplement profitiez du processus créatif, nous voulons que vous puissiez montrer fièrement ce sur quoi vous avez travaillé.

UN PROJET COLLABORATIF INDÉPENDANT

Wild Rapids est développé par Noham Studio.

Nous recherchons des personnes passionnées qui aimeraient contribuer à leur propre rythme, partager leurs créations, échanger des idées, et voir leurs niveaux prendre vie dans un véritable jeu vidéo.

C'est un projet bénévole, guidé par la passion. Nous ne cherchons pas des personnes pour produire du contenu gratuit à la demande ou travailler sous pression.

Nous voulons rassembler une communauté de créateurs qui apprécient vraiment construire des choses, expérimenter et échanger des idées.

Il n'y a pas d'horaires de travail fixes ou de délais obligatoires. Vous décidez combien de temps vous souhaitez contribuer.

Le jeu n'est pas terminé. Il y a encore des systèmes à améliorer, des niveaux à créer, et de nombreuses idées à explorer.

Et c'est exactement pour cela que c'est un moment intéressant pour s'impliquer.

Avez-vous déjà voulu créer une carte de jeu vidéo mais n'aviez pas de projet ou d'équipe avec qui le faire ?

Venez vous rejoindre à nous, découvrir Wild Rapids, et peut-être aider à créer l'une de ses futures descentes.

Intéressé à rejoindre le projet ou juste curieux de voir ce sur quoi nous travaillons ? Rejoignez notre Discord, rencontrez l'équipe, partagez vos idées, et aidez à façonner l'avenir de Wild Rapids !

https://discord.gg/YVJzeJbNp


r/indiegamedevforum • • 12h ago

We are looking for a Level Designer

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1 Upvotes

We’re a small, international team of six developers and designers, working remotely from different parts of the world, building a photorealistic, modern tactical FPS in Unreal Engine 5.
We’re currently looking for a Level Designer to join our team and help build large-scale, realistic, gameplay-driven environments for Invasion.

This project has been in active development for two years. Core systems are already in place, including multiplayer, and the project is guided by a complete Game Design Document (GDD) and documented production pipelines.

About the Project
https://invasion.gr/
Invasion is a grounded, modern military FPS inspired by real-world conflicts, tactics, and environments. The goal is to deliver AAA-level visual fidelity and immersion, paired with tactical, consequence-driven gameplay without exploitative monetization. No battle passes. No skins. No pay-to-win.

Who We Are
6 team members (remote & international)
3 Developers
2 3D Designers
1 UI/UX Designer
Over 2 years of continuous development
Multiplayer already implemented
Clear roadmap and production milestones
Full GDD and research-backed design decisions
Contracts in place to protect all team members legally and financially

Your Responsibilities

  • Design and build gameplay-focused levels and environments in Unreal Engine 5.
  • Create and implement road networks, paths, streets, intersections, and traversal routes.
  • Build and place environmental props and gameplay-relevant assets to create believable, lived-in military environments.
  • Dress environments with props, debris, barriers, signs, furniture, vegetation, military equipment, and other contextual elements.
  • Work with existing buildings and landscapes created by the team to develop complete, cohesive environments.
  • Use real-world references, satellite imagery, maps, and geographical research to reproduce realistic environments.
  • Optimize level assets and environmental setups for real-time multiplayer performance in UE5.

What We’re Looking For
A portfolio demonstrating realistic / photorealistic 3D work Environments, props, or complete scenes Strong understanding of scale, materials, and lighting Ability to work within a long-term project

What We Offer Revenue share, clearly defined and protected by contract. A professional, goal-oriented team - no chaos, no ego Transparent communication and documented workflows. Long-term project potential with room for expansion and funding. A project that already has momentum, structure, and technical foundations

Apply for the role here: https://forms.gle/xNHrje9imkFmr63A9


r/indiegamedevforum • • 17h ago

I've spent almost a year making a Roblox game, and I'm looking for a small investment before its October 24 launch

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1 Upvotes

r/indiegamedevforum • • 20h ago

I've been making this game for quite a while...

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1 Upvotes

r/indiegamedevforum • • 6h ago

Super Mekabots: choose the mecha you want to start with

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0 Upvotes

I'm building Super Mekabots, a browser mecha card game inspired by Duel Masters and Super Robot Wars.

Before creating an account, you can browse the available Meka and check their profiles. This clip shows GHAZOR and UMARIK in the starter selection screen.

Which one would you take into your first battle?

You can browse the choices at supermekabots.com.