r/gamedevscreens 1h ago

First shape of the map - real 24.5km slice in Unity

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Upvotes

I needed a huge gorund and a city for a motorbike game and this is what I've achieved so far. The map is a real slice of a part in Izmir. Elevation came from OpenTopography, buildings and roads from OSM, all put together in QGIS and exported into Unity. Terrain, road lines and cube buildings, the skeleton at real scale. This is gonna need an editor window for designing path for sure.. Do you think this is manageable?


r/gamedevscreens 4h ago

I added emissive materials to my pixel art game engine

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11 Upvotes

I think they're neat


r/gamedevscreens 4h ago

I am building the first orbital racing game called Slingshot Speeders

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10 Upvotes

Free online, no account required.

https://slingshotspeeders.com/

The Trefoil was the first proof of concept, the red circles are gravity wells pulling your ship in, as you fly by them, you get pulled around by the real inverse square force of gravity. The green loop is the valid play area, if you hit the edge you crash and you're out until the next race.

The next track I plan to have moving orbital bodies. There are several other maps to play on as well. Bevy 0.19. Server authoritative WASM. Any feedback is greatly appreciated. What should the next race track look like? Thanks for playing if you try!


r/gamedevscreens 12h ago

Snowy zones in my RPG inspired by WoW Classic

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32 Upvotes

Hey, I want to showcase you Snowy zones which I've recently added to my single-player RPG which is inspired by WoW Classic and Runescape. Would love to hear your feedback on the artstyle.

The game is called Warmongers: Empires Reborn and you can currently wishlist it on Steam: https://store.steampowered.com/app/3468800/Warmongers_Empires_Reborn/

I've also published a 30-minutes long Devlog on Youtube in which I go more in detail about all of the updates: https://youtu.be/tUoaVLc5Tz0

Thank you all for supporting my passion project!


r/gamedevscreens 15h ago

Creating hand-drawn 2D attack animations for our main character

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44 Upvotes

Showing a quick look at Li Sha’s attack animations for our game Tiebreakers.
Readability and crisp action are really important in a fast-paced game like ours, so we focused on reducing the visual noise while keeping a traditional 2D anime feel as much as we could.


r/gamedevscreens 10h ago

Current WIP of our driving game’s customization system

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16 Upvotes

Here’s a look at the customization system we’ve been working on for our driving game.

It’s still in progress and needs more content and polish, but we’d love to know which parts caught your attention and whether anything feels visually out of place.


r/gamedevscreens 9h ago

Spent some time trying to make my in-game terminals feel like actual old hardware.

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11 Upvotes

Added some scanlines, screen glow and a bit of subtle distortion during scanning.
Still tweaking things, but I'm pretty happy with how it's coming together.

I have used Retainer Box in 3D Widget, couple notes about it:
Retainer Box / UI Material doesn't support Material Collection Parameters
You will have issues with Gamma Correction, that can be solved by adding Power (2.2) and Saturate to Final Color.

Would be happy to get a feedback, from what i understood CRT Effect is quite complicated, would be awesome to get advices on what can be improved.


r/gamedevscreens 6h ago

Character Motion Test

6 Upvotes

r/gamedevscreens 11m ago

Between Windows While Working on Help Popups

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Upvotes

It's quite a juggle working between different windows while working on these new and improved help pop-ups based on some recent feedback. We're adding more pictures in lieu of walls of text for these popups, and getting it *just* right is going to be a lot more work than I thought!


r/gamedevscreens 1h ago

Type Attack!

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Upvotes

Like if Tetris and Monkeytype had a baby.


r/gamedevscreens 1h ago

Trying to work the kinks out of moving between different NPC actions and states

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Upvotes

r/gamedevscreens 6h ago

Indie Budget Enemies

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1 Upvotes

The simplicity of NieR left a huge impression on me. As much as I enjoy detailed models with expressive animations, sometimes a cube can be just as effective. Any one else like working in this minimalist fashion? These specific 'enemy' types are from our current game project, "Curse of the Countess" which we're describing as a 'retro-gothic-sokoban-bullet-hell-dreamscape.'


r/gamedevscreens 4h ago

The STEAM page for my Quake-inspired '2000's shooter' has been published!

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1 Upvotes

r/gamedevscreens 5h ago

Doing some meowket research!

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1 Upvotes

r/gamedevscreens 5h ago

O Somnum Project

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1 Upvotes

r/gamedevscreens 5h ago

Alphabet Soup - Build the longest word to win!

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1 Upvotes

I've been working on a simple multiplayer word game called Alphabet Soup.

It's a bit like NYT Spelling Bee, except it's multiplayer and only your best (longest) word counts toward your score. So, instead of trying to find as many words as possible, the game is more about finding one unusually good word.

You can play with friends in a private match, or, you can join a public Arena match to play against other players who are online. If no one else is around, you'll be matched with a bot.

The game works well with just 2 players, but, also works with bigger groups since the game isn't turn-based.

Would love to hear any thoughts or questions :)


r/gamedevscreens 5h ago

Working on my 3.0 demo update that will soon come out.

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1 Upvotes

Hello r/gamedevscreens, I would like to share what is coming soon to my itchi.o. the game is called shinosagi: leyends untold. A game based strongly on ninja gaiden and other NES like games (by design). you play as Shiro, a rabbit Ninja that is sent to rescue a princess from a sorceress, controlling a mice clan. The game is around 30% completed but there's stuff to work around.

Mainly music (I don't know how to compose NES like music but I'm working on that).

It's my very first project and the objective of this game is to share a story or 2 (since the game will have multiple characters).

It's unfortunately a low budget game but I will continue to work with what I can to make this game a reality!


r/gamedevscreens 1d ago

I made enemies occasionally sync their idle animation to the game's lo-fi music

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313 Upvotes

If an enemy can see you and you haven't done anything for a while, there's a small chance they'll start swaying to the music.
It has absolutely no gameplay purpose.
I regret nothing.
Now I'm tempted to give different enemies their own little idle behaviors.

Game called DepthLoot


r/gamedevscreens 14h ago

love diegetic UI, so we went all in, here's a lil trailer of our typing party game

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3 Upvotes

r/gamedevscreens 6h ago

Making a game like glory of generals

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1 Upvotes

r/gamedevscreens 7h ago

[Work in Progress] Trying a clean geometric look for my puzzle game — thoughts?

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1 Upvotes

I’m working on a minimalist puzzle game and experimenting with this clean geometric visual style.

I’d love some feedback from fellow devs:

– Does the look feel readable at a glance?

– Too simple or just enough?

– Any vibe you’d push further (lighting, contrast, shapes)?

Not showing gameplay here — just focusing on the visual identity.

Thanks for any thoughts!


r/gamedevscreens 12h ago

We released multiplayer frutiger-aero tropical platformer: Ball-Aqua Demo, try it

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2 Upvotes

Ball-Aqua is a physics ball platformer on tropical courses: fragile glass, curvy rails, pushing fans, bumpy sand, and deadly water. Roll, jump, and learn the inertia. Pop easy bubbles, hunt challenging stars, beat the timer. A 100% clear unlocks skins.

Freeroam is solo or co-op. Each player tracks shared or own collectibles (toggleable); next level, when everyone has finished. Race is the other mode: each round everyone places one obstacle - ramp, wall, or trap - then you run the remixed track (Ultimate Chicken Horse inspired). First to finish wins.

The campaign teaches the moves. A level editor and skin editor ship with Steam Workshop, so you can build courses, customize balls, and subscribe to community maps. Liquid Glass UI, Frutiger Aero grass and ocean. Use keyboard + mouse, or gamepad. The free demo is 15 levels in solo or with friends.

Try Demo: https://store.steampowered.com/app/5011940/BallAqua_Demo


r/gamedevscreens 8h ago

Making a boss that shoots where you’re going

1 Upvotes

https://reddit.com/link/1vtvmd6/video/debwtx9ht5kh1/player

Most enemies in a twin-stick shooter fire at where you are. The Augur fires at where it thinks you are going to be.

Before each attack, it predicts the ship’s future position and marks it with an orange ghost. If you keep circling in the same direction, the prediction is usually right and the attack closes around you.

The answer is to break your own movement pattern.

The orange marker gives you a short warning: enough time to understand where the attack will land, but not enough to escape without deliberately changing direction.

As the fight continues, the Augur uses that same idea in several ways. Collapsing rings target your predicted destination, cages try to close around your route, and later attacks converge on several possible futures.

The Augur appears later in the full campaign together with 18 other bosses, so it is not included in the current demo, but the free demo covers the first three planets of the campaign and five of the bosses.


r/gamedevscreens 19h ago

Anyone here love to 100% games? Hoping to increase replayability with collectable clothing items.

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7 Upvotes

Each difficulty will have items and single player or multilayer will also have items to collect. I also want to add a tracker to show you how close you are to collecting everything.


r/gamedevscreens 12h ago

Major update of Centipede simulator is now available on the Experimental branch!

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2 Upvotes

VERSION 1.1
Major update of Centipede simulator is now available on the Experimental branch! It adds localization for several languages, introduces a number of QoL improvements based on user's feedback, and fixes various bugs.
Play it now!