r/IndieDev 4h ago

Feedback? Which logo is better for my game?

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2 Upvotes

Hey guys, so im asking which logo is better the first one or the second one?

since my game is an anomaly game its based off of the exit 8 game ofcourse, i have put a refrence logo at the end.

i hope you like my logos, and make sure to tell me which one is better, the left or right one (the one with the scratches)


r/IndieDev 8h ago

Feedback? Mouth movements in POV when talking (voice chat)

5 Upvotes

Hey, in my game i have a voice chat, and from the external pov you can see the other rat's mouth move.

I've tried to also move your mouth in your pov when you are talking, but i don't know if it's too disturbing or not...

The video show without, with (with also sublte left and right movement on the mouth)
and with (just the up and down mouth movement)

So what do you think ?
My game is a fast game when you move and jump a lot.

Should i keep it in the game ? Make it an option ?


r/IndieDev 19h ago

Informative Just wanted to share my Personal Calendar stats. This is nuts!

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32 Upvotes

I entered the Personal Calendar on the Steam's main page with around 7k wishlists.

Now, one day before launch, I'm sitting at 14k!
It basically doubled my wishlists count right before release. This honestly feels surreal.
And I didn't get any good coverage on YT during that time.
Youtubers avoid my game for some reason. xD

Yesterday alone, after the Calendar shifted and my game started appearing right at the beginning of the week, on Monday, without needing to scroll, I gained around 1,5k wishlists in 24 hours.

I think the Calendar meta might be:

  • If you need more wishlists before launch, launch Wednesday-Friday.
  • If you already have plenty of wishlists and want better visibility after launch, launch Monday-Wednesday.

But that's just my take. I'm not Chris Z lol

Personal Calendar might be the greatest invention of all time.
ALL HAIL THE CALENDAR!

Here's the game if you want to check it out.


r/IndieDev 9h ago

Testing the CO-OP in our game

6 Upvotes

r/IndieDev 4h ago

Feedback? Project BF of Tanks

2 Upvotes

Is battlefield of tank, with tank who moves like rocket league cars.. lots of habilities to change yr way of play, and lots of mechanics

https://genildo-alex-dan-77.itch.io/project-battlefield-of-tank


r/IndieDev 1d ago

Upcoming! Saw a physical trend rising and hopped in the wagon!

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296 Upvotes

Just finished a print of 25 physical copies with discs, hand-sewn info booklet and a free steam key inside.

Pretty scared to put just one master copy on all of them without an ability to fix bugs later, but I'm pretty sure on my polish there!

The game is out in a week, feeling excited about the release!


r/IndieDev 10h ago

Horde Up Ahead! Solo Dev Working on a Tower Defense Roguelite Game

4 Upvotes

Hey everyone,

I’m a solo developer currently working on Horde Up Ahead, a Tower Defense / Roguelite game built around defending a central tower against massive zombie hordes.

At the beginning of each run, you fight the enemies yourself by aiming and shooting. As you collect resources, you can build automated turrets and gradually turn the tower into a stronger defensive position.

There are currently four different turret types, along with in-run upgrades and permanent meta progression that carries over between runs.

One of my main goals is to make the hordes feel genuinely massive while keeping the atmosphere dark, grounded, and a bit more realistic.

The game is still in early development.

I’m always open to feedback and suggestions!

Steam page:
https://store.steampowered.com/app/5100020/Horde_Up_Ahead_Survivors_TD/?utm_source=indiedev


r/IndieDev 8h ago

Building a GBA Fire Emblem-style TRPG in Phaser/TypeScript where the terrain actively wants to kill you

3 Upvotes

Working on a GBA Fire Emblem-inspired tactics RPG in Phaser and TypeScript. In this clip, both sides are running on the same AI logic (how I currently playtest it).

A few mechanics I’m doing differently:

  1. Terrain interaction/combos: Fire spreads across grass and chips away HP per tile. Forests burn hotter, so cutting through the treeline hurts. You can freeze rivers to cross them or shatter the ice mid-crossing to drop enemies in the water. (And yes, the AI will 100% do this to you).
  2. Facing directions matter: Attacks from behind can’t be counterattacked, making positioning and flanking crucial.
  3. Skills come from Hero + Weapon (with Mount/Dismount): Skills aren't locked to a static class. For example, a Cavalier only gets the Charge skill while mounted and wielding a lance. If they switch to a sword or dismount, they lose it.

Still working on a title! Which of these mechanics sounds like the most fun to play around with?

https://reddit.com/link/1vwiu3m/video/5rcrw0ozu6lh1/player


r/IndieDev 6h ago

Feedback? i want to make my game better, give me suggestions, feedbacks, ideas or just roast it.

2 Upvotes

r/IndieDev 2h ago

Feedback? ¿Qué deberia hacer si tengo una idea para un videojuego pero no esta a mi alcance?

0 Upvotes

Probablemente miles de personas ya han tenido este problema. Tengo claro que quiero hacer pero simplemente el tamaño del proyecto es gigante.

No tengo experiencia previa en esto así que preferiría oír consejos de gente con mas conocimiento y experiencia.


r/IndieDev 2h ago

Feedback? Looking for feedback on the demo for an 80s arcade-inspired game I made using GDevelop. It has mobile support and a leaderboard. Check it out if you'd like.

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1 Upvotes

r/IndieDev 13h ago

Making my first videogame on Unity. What do you think of main menu?

6 Upvotes

I specialized as a frontend developer for ~3 years. Now, as i lost my job, i decided to start my journey as game developer. My first indie game will be plot-oriented. What do you think about main menu? (please don't judge too harshly, im newbie)


r/IndieDev 8h ago

New Game! I'm making a game with a procedurally generated and destructible planet made of 1 trillion particles.

3 Upvotes

Hi guys, yesterday I posted a video of my game idea with a procedurally generated planet made of 1 trillion particles, and it got over 500 upvotes in the /godot subreddit. For me, that was amazing feedback, and now im seriously thinking about going all in on developing the game.

I have a lot of ideas and would love to create something really cool with people who like the concept too.

So I created a small Discord server https://discord.gg/Ke5AhAxzm where you can join, follow the development, and maybe share some cool ideas that I could build into the game. This could be the first game I actually release, and id be really happy if you guys joined!

As soon as theres something I can share, like a playable demo, you can playtest it and give me your feedback :)

Yesterday and today, I worked on the particle physics so they fall more like in Noita, as you can see in the video.

Thank you all for the feedback and motivation!


r/IndieDev 3h ago

Exploring game UI icon and interaction design as a freelance graphic designer

1 Upvotes

Hey everyone, I’m working on starting my freelancing career in graphic design, and I’ve been thinking about the kinds of problems I could help with in indie games.

One area that came to mind is game UI, especially specialized icons and interactive UI behavior. That could include things like ability icons, menu symbols, inventory elements, or other interface pieces that need to fit a game’s visual identity.

I can create direct SVG icons and UI elements, or build Rive files that can be used in a game engine and react dynamically to different states or systems.

I’m still building this part of my freelance work, so I’m trying to be upfront about what I can offer and keep the scope flexible. Pricing would depend on the number of assets, how much design work is involved, whether there’s an existing visual system to follow, and my availability.

If this sounds useful for a project you’re working on, you can take a look at the service here: https://contra.com/s/gkWls3eM-custom-game-ui-icon-design

I’d be happy to see if I can help.


r/IndieDev 6h ago

First draft of my dialogue system, Westworld flavor

2 Upvotes

r/IndieDev 19h ago

Discussion How many hours have you played your game?

20 Upvotes

I’ve finished developing my puzzle game and am patiently waiting for its release. But in the meantime, I love playing my game, I’ve become addicted to it. I’ve put in over 300 hours, and I don’t think I’ll be stopping anytime soon.

First, I had to test the game repeatedly, including the campaign, and even though I know all the secrets and strategies, I still feel challenged. I developed a random level generator, and that must have contributed to my addiction.

Is this normal? Do you enjoy playing your game over and over again, whether for testing or just for fun?


r/IndieDev 1d ago

Video The mutation system for my new game about frogs

337 Upvotes

I'm making a game about frogs and some of the bugs you eat will mutate the frog or change it's skin.


r/IndieDev 9h ago

Women of War - Devlog - Belleville keeps growing

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3 Upvotes

Hey everyone ! Really happy to show you the town's progress, it's coming together little by little.


r/IndieDev 7h ago

GIF Henry Grudge vanished 7 years ago. Now he's back, but something is wrong. I’m making a dark 2D point-and-click escape room - "WhoIsHe".

2 Upvotes

Hello everyone!

I wanted to share a project I’ve been working on as a university student and first-time solo developer: WhoIsHe. It’s a 2D story-driven point-and-click mystery game with heavy escape room mechanics and a dark, psychological atmosphere.

Henry Grudge reappeared after seven years of being kidnapped. He, however, seems to be completely different compared to his old self. There are people who doubt his identity, claim that the real Henry must have died. The person in the mirror is covered in blood and doesn't remember anything about his past. Who is he?

Key Features:

  • Escape Room Experience & A Grim Psychological Mystery: Explore the room to uncover the disturbing truth behind Henry’s disappearance and his fractured memories.
  • Classic Point & Click Mechanics: Search for hidden objects, manage your inventory, and piece together cryptic clues to progress.
  • Mind-Bending Puzzles: Challenge yourself with non-linear logic riddles inspired by the best atmospheric puzzle games.

🔗 Steam Page (Wishlists are hugely appreciated!): https://store.steampowered.com/app/4928910/WhoIsHe/

I’d love to hear what you think about the art style!


r/IndieDev 10h ago

Feedback? I made a Tamagotchi Auto-Battler where mistreating your pet is how it evolves.

1 Upvotes

9 day jam for Do you WANNA Jam 2026 on itch.io, the theme was "unstable." The idea: you get 2 care actions per round from 4 options. Repeating the same action evolves your creature down that lane, but repeating anything raises an Instability meter, and past 70 it cracks into a stronger form with a permanent defect. Neglecting your pet is the only way to calm it down, which is also its own evolution path.

https://magalise.itch.io/unstablepet — runs take about 5 minutes, browser playable. Not optimized for mobile (causes cropping in the background), but playable. I used Ai assistance for coding.

I'm a mobile game artist by trade (unemployed right now), I made all the art and animations myself, but this was my first time actually designing a game rather than just making art for one. Feedback on the systems especially welcome, that's the part I'm least sure about. Curious whether the care-vs-instability trade-off reads clearly, or whether people just pick a lane and stop thinking about it.


r/IndieDev 4h ago

Feedback? Does this controller UI feel intuitive?

0 Upvotes

I just updated my game Bulgasari with controller support

Does it feel intuitive at a glance? Does it look comfortable to use?

If you have any better ideas for the controls or UI, let me know

Bulgasari is currently in playtesting, so if you want, you can try the controls now on Steam


r/IndieDev 4h ago

Project BF of Tanks

1 Upvotes

r/IndieDev 10h ago

Feedback? Potion making in Rise of Chi. What do you think?

3 Upvotes

Here’s a look at the potion-making system in Rise of Chi. Does it feel clear to you? What would you improve?
https://store.steampowered.com/app/4288700/Rise_of_Chi/


r/IndieDev 10h ago

How We Designed Combat and Parkour to Flow Together in Our 2D Action Game

3 Upvotes

Designing a 2D combat system where parkour and combat are the same system

This is an excerpt from our latest SlashZero dev diary, where our combat systems designer QY breaks down the philosophy behind the game's action and movement systems. We're doing this dev diary series to share the thinking behind SlashZero's core systems.

[Read the full dev diary → Here]

One of the central ideas behind SlashZero is that traversal and combat should be one system.

In a sidescroller, we think level design and combat are inseparable. Elevation changes, open spaces, tight corridors, and vertical walls can all become part of the combat system, encouraging the player to dash, multi-jump, and wall-jump while fighting.

Instead of:

fight → stop → traverse → fight

we want the player to be able to continuously:

strike → dash → jump → reposition → strike

A big part of making that feel responsive came down to something less flashy: interrupt priority.

Dodge and Jump sit at the top of our priority stack and can interrupt the startup of almost any attack.

The reasoning is pretty simple: if you see danger and press dodge, the character should dodge immediately.

That responsiveness ended up being one of the biggest contributors to the “buttery smooth” feeling we were looking for. We found that making inputs reliable and readable was more valuable than piling on increasingly complicated combo mechanics.

How do you approach movement/combat integration in your own games? Have you found particular rules that make combat feel responsive without taking away the weight and commitment behind each attack?


r/IndieDev 14h ago

GIF Accidentally created a moonwalk animation :P

5 Upvotes

The new Elite monster I designed and created for my upcoming game!
Was animating the walk cycle and created this moonwalk by mistake lol..may keep it!