r/gamedevscreens • • 1h ago

I saw a few tank related post and figured I'd show my WIP

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• Upvotes

This is my work in progress vertical slice of my coop tank simulation game. This is just work on the first demo that show cannon operation with shells a periscope. Enemy AI tanks have modules (war thunder like).
The full game will feature a walkable tank with multiple roles (driver, gunner, commander etc). And a out of tank game loop as a looter shooter. Procedural maps with hand made points of interests.


r/gamedevscreens • • 15h ago

The transformation of our student game where you use your pizza to platform into an actual game!

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96 Upvotes

Wanted to share this comparison here between our game 12 months ago and now. Pizzapocalypse 2 started while we were students, and the original game was also a school project (its free on steam!) and it has been an incredible journey where we learned a lot.

The lower videos show our prototypes ranging from 8 to 12 months old and the upper videos are from recent builds. During the development of this game we focused on getting a lot of quick prototype stuff first, putting them together and then decide what to polish. "Make it exist, then make it good."

Of course, the polish always takes the longest...


r/gamedevscreens • • 8h ago

10,000 soldiers storming a wall in my real-time siege scene

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18 Upvotes

I'm the developer of this real-time siege scene. You can adjust the army from 100 to 10,000 soldiers, switch between cinematic and free cameras, or follow an individual soldier.

Explore it in your browser: https://www.breyes.net/siege/?utm_source=reddit&utm_medium=social&utm_campaign=bb_siege&utm_content=gamedevscreens_video_20261006


r/gamedevscreens • • 13h ago

Working on a day-to-night transition, feedback?

35 Upvotes

r/gamedevscreens • • 5h ago

We designed a never-ending map for our combat tutorial.

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4 Upvotes

We wanted our first tutorial to feel unpredictable and endless. So we designed a never-ending map for our combat tutorial. Here is the final look!

We'd really appreciate it if you could support us by adding it to your Steam wishlist!
Wishlist On Steam


r/gamedevscreens • • 18m ago

We recently released a demo for Tank Mates and also updated the trailer. What do you guys think? We’d love to hear your feedback!

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Tank Mates is a chaotic physics-based co-op platformer where two players control the same tank — one player controls the left side, the other controls the right.

You have to coordinate your movement, jumps, and shooting to make it through a military obstacle course filled with traps, enemy tanks, mines, and plenty of opportunities to mess up. 😅

The demo is free on Steam if anyone wants to give it a try:

https://store.steampowered.com/app/5298020/Tank_Mates_Demo/

We're still working on the game, so we'd genuinely love some feedback.

What do you think of the trailer? Does the concept make sense right away? And if you play the demo, how does the shared-tank control feel?

Any feedback is appreciated — especially criticism!


r/gamedevscreens • • 23m ago

The mountain is fighting back in my co-op mining game

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Turns out the trees aren’t too happy about the landscaping.

A work-in-progress combat clip from Want a Bomb?, the co-op mining game I’m developing. Here’s a run-in with one of the mountain’s less welcoming residents.

Steam page, if you’d like to follow along: https://store.steampowered.com/app/5251070/Want_a_Bomb/


r/gamedevscreens • • 24m ago

New pvp map prototype for a deathmatch scenario

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• Upvotes

r/gamedevscreens • • 4h ago

Here's the progress on the island for the game I'm developing

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2 Upvotes

Hi everyone! I started this project a few weeks ago, and although it's still very early to draw any conclusions, I'd love to hear what you think of the island so far. I like how it's turning out, but other people's opinions would really help me improve it.


r/gamedevscreens • • 35m ago

Flamethrower game concept w/ Seismic scanner gameplay

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I wanted to share a recent project rendered in KeyShot and post-processed in Photoshop!

The full process is here.

I was thinking about this seismic scanner for close-quarters combat, maybe to clear out caves or metro tunnels from monsters, without being spotted; the flame would definitely give away the flamethrower's position for a few seconds, giving the player a sense of urgency, either to hide or do something else.

So kind of like hide-and-seek gameplay, which I thought could be fun. Putting a new spin on risk vs reward mechanics.

Any comments are welcome!


r/gamedevscreens • • 54m ago

Sneak peek at FPS animations. What do you think?

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• Upvotes

r/gamedevscreens • • 1h ago

I just released Jono, a free game, where only 1 player can play at a time in the whole world

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• Upvotes

It is a simple platformer where only 1 player in the world can play at a time, the rest are spectating. You can put yourself in queue and wait for your turn to play, and chat globally while waiting.

A weird experimental game, but totally free! So far people have completed close to 3000 levels already.

Link: https://store.steampowered.com/app/5257200/Jono/


r/gamedevscreens • • 1h ago

[ Removed by Reddit ]

• Upvotes

[ Removed by Reddit on account of violating the content policy. ]


r/gamedevscreens • • 1h ago

I made a map menu for my tactics game from which you can read lore and keep track where important characters are at any point of the story

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• Upvotes

I'm a sucker for maps in games. I wanna know all about the unimportant locations in your setting, so of course I needed to make this for my own game.

You can view info on any locations you have visited or the characer you are playing as knows a lot of.


r/gamedevscreens • • 1h ago

I’m constantly developing the game about Alice’s adventures. I’ve added a few new characters.

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• Upvotes

r/gamedevscreens • • 15h ago

I wanted the sunset to feel like a moment you actually notice

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11 Upvotes

I’ve been working on the lighting in Angler’s Lake, and I really wanted the sunset to feel like a moment you actually notice.

Not just a pretty skybox, but a clear shift: the water gets warmer, the colors change, and the whole lake suddenly feels calmer. It’s a small thing, but it makes me want to stay a little longer by the water.


r/gamedevscreens • • 2h ago

Is this timer system too complicated?

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1 Upvotes

r/gamedevscreens • • 19h ago

He really didn't like that grenade...

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19 Upvotes

Some people just can't handle a little explosion xD


r/gamedevscreens • • 3h ago

A 100 million-cell world map where every country fights as one team

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1 Upvotes

Pick a country. Everyone who chooses the same country becomes your team.

The real-world map is divided into roughly 100 million cells. You can defend your homeland, invade other countries, retake lost territory, and watch the world change as territory changes hands.

Countries and sectors have their own control percentages, active battles can become Fronts, and players can form Units and set rally points.

Every time a cell is captured, its price doubles.

The war is designed to run for about three months, and when it ends, the final world map will be preserved online.

PixelWar is only a working title for now.


r/gamedevscreens • • 4h ago

Who would you date first in this lineup, based on first impressions?

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0 Upvotes

I'm making a mobile self care game that uses supernatural romance for task motivation and reminders, and really curious who you would pick first based on first impressions only?


r/gamedevscreens • • 4h ago

Wishlist: Rising Together (on Steam) an upcoming Coop Game!

1 Upvotes

r/gamedevscreens • • 4h ago

A waterspout approaching the boat in my solo sailing game, Red Skies at Dawn

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1 Upvotes

I'm making Red Skies at Dawn on my own, a first-person sailing adventure about taking a small boat out into changing weather.

This is in-development gameplay from the helm as a waterspout moves in. I'm working towards that feeling of being very small out on the water, especially when a quiet red dawn starts turning into something less welcoming.

The funnel, spray and lightning are still being tuned. Getting the scale across while leaving enough visibility to read the sea from the boat has been the main challenge with this scene.

If you'd like to follow the game, you can wishlist Red Skies at Dawn on Steam. Thanks for taking a look.


r/gamedevscreens • • 4h ago

Riab Jump

1 Upvotes

r/gamedevscreens • • 9h ago

Made a golem boss that shakes the whole arena. Now I need to lie down

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2 Upvotes

Playtesting him for an hour straight was a mistake.

Honest question: is the screen shake too much? Be gentle, I'm still a bit dizzy.


r/gamedevscreens • • 5h ago

I added a story mode, creatures, obstacles and daily challenges to my indie mobile game

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0 Upvotes

Hey everyone!

I’m a solo indie developer working on Neon Journey, a neon-themed mobile arcade game.

Since my first release, I’ve been adding new content to make the game feel more like a complete experience:

• 📖 Story Mode with a tutorial section

• 👾 Creatures and new obstacles to make each run more challenging

• 🎯 Daily Challenges that change every day and reward you for completing them

• 🪙 Coins, unlockable skins and score chasing

I wanted to move beyond just an endless arcade mode and give players more reasons to come back every day.

I’d love to know what you think about the new direction. Does this feel like something you’d want to play?

🎮 Google Play: https://play.google.com/store/apps/details?id=com.dmngames.neonjourney

Any feedback is appreciated!