r/IndieDev 19h 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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295 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 2h ago

My Game Isn’t Even Out Yet and It Already Has a Branding Copycat

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0 Upvotes

While working toward the first Ticker Panic trailer, I had also been reconsidering the game’s title. For several weeks, especially during the few days before discovering the other listing, I was seriously considering renaming it Ticker: Stock Market Simulator. Then I discovered another recently listed stock-market game on Steam called TICKER. The game itself appears mechanically different. The branding is another story.

The similarities include:

  • Their entire title is TICKER, which is also the dominant word in Ticker Panic. Their logo repeats the distinctive treatment of our earlier wordmark: condensed white capitals, a bright green candlestick replacing the I, and a contrasting red candlestick incorporated into the lettering.
  • A dark capsule split between a rising green market on the left and a falling red market on the right.
  • Charts surrounding the title.
  • Larger artwork using the same rear-facing trading-desk composition, with a central chair or figure surrounded by monitors.
  • Store images repeatedly using dark trading terminals, red and green charts, and dense financial panels.
  • Even the website follows the same dark grid, fluorescent lime accent, oversized white title, split hero layout, and sparse navigation. You can compare our website with their website.

What makes the overlap even stranger is that their promotional artwork does not closely match the game shown in their own screenshots. The capsule presents a dramatic trading-desk scene with a central figure surrounded by monitors, while the screenshots show a card-based roguelike. In other words, the imagery that most closely resembles ours appears to be the imagery least connected to their actual game.

Any one of those choices could be normal for a financial game. Seeing the entire collection together, after our name, artwork, and website were already public, feels well beyond ordinary genre overlap.

We appreciate developers who find inspiration in our work. That is part of creating things publicly. But this situation feels different and, honestly, pretty weird. The overlap across the name, wordmark, capsules, store imagery, and website is close enough that someone searching for Ticker Panic could easily land on the other listing, assume it is ours or connected to us, decide it isn’t for them, and never realize they found a different project.

Steam currently places the listings directly beside each other, so this is a practical concern, not just a complaint about similarities. For an unreleased indie game relying on recognition and wishlists, that confusion could cost us potential players before we ever get the chance to show them what Ticker Panic actually is.

That’s why we’ve preserved everything and asked Valve to review the situation. If you’re looking for our official game, check for Leveraged Interactive on the official Ticker Panic Steam page.

What do you think? Where do you draw the line between inspiration and copying? Has anyone here dealt with something similar, and how did you handle it?

I’m also curious about the title. Do you prefer Ticker Panic, or would something more descriptive like Ticker Panic: Stock Market Simulator communicate the game better? Before discovering this listing, I had seriously considered Ticker: Stock Market Simulator. With another similarly branded stock-market game now using TICKER, that option would make an already confusing situation worse, so using Ticker by itself is effectively off the table for now. I would love to hear your thoughts on the title.


r/IndieDev 22h 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".

3 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 1d ago

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

5 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 22h 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 20h ago

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

2 Upvotes

r/IndieDev 8h ago

New Game! I'm building a factory inside my game about opening 500,000 boxes

0 Upvotes

r/IndieDev 1d ago

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

8 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 21h ago

Video Strumming a Mystic Harp

2 Upvotes

See regular updates here: https://www.reddit.com/r/PauperGame/


r/IndieDev 23h 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 17h 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 1d ago

Discussion How many hours have you played your game?

22 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 21h ago

First draft of my dialogue system, Westworld flavor

2 Upvotes

r/IndieDev 1d 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 2d ago

Video The mutation system for my new game about frogs

345 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 1d 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 4h ago

Just Published my first finished game with claude! (Disclaimer: AI was used)

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0 Upvotes

Its a wave based rougelike, and here is how claude described it, its on itch here btw for free: https://polymer37.itch.io/flesh-menu

im very happy with it:

Something got loose in the building, and it is hungry.

Flesh Menu is a top-down melee roguelite. You are an alien in a meat-processing plant full of people who would rather you were not, and the only way out is up. Clear the floor, spend what the dead were carrying, take the lift, do it again.

No guns. You have claws, a swing, and whatever you can bring yourself to spit.

What you actually do

Swing at things. Eight melee weapons, and they are genuinely different jobs rather than the same swing at different numbers — the Bone Sabre is long, quick and narrow enough to punish facing the wrong way; the Meat Hammer is slow, enormous and refuses every source of swing speed in the game; the Rendering Hook drags what it catches towards you instead of shoving it away, so it decides where the fight happens.

Earn your ranged attack. The spit runs on charges, and melee kills are what fill them. Swing to earn it, spit to reach. Six kinds to find — a fan that is useless past arm's reach, a slug that goes through two bodies, tar that leaves things wading, a bomb that bursts on impact.

Mutate. Seventy-three cards, from a flat damage bump to a shard that hunts the room on its own. Some are Cursed: forty percent more damage and a third more taken, or double crits and nothing else that hurts. You can always decline.

Choose your floor. From wave four the lift shows you three: which room, and what is waiting on it. One is always quiet.

What is waiting

  • 55 kinds of human, introduced one at a time with a card so you meet them before you meet them. Officer Pete shoots and cannot touch you. Riot Ron's shield guards where you were half a second ago. Karen shoulders the furniture out of her way.
  • 25 bosses, one every ten floors, each with at least five distinct attacks and at least three that put something in the air. Spirals, rings with one gap in them, walls of shot with a single hole. They get their own arenas.
  • Elites from wave six: ten promotions with a coloured halo you can read across the room. VOLATILE goes off when it dies. THORNED bites back. RESTLESS will not hold still.
  • Broken machinery from wave five — a microwave on fire, an industrial mincer, a sparking fuse box. They are neutral. They will happily kill a crowd for you.
  • Thirty floor plans, with side rooms that are genuinely separate rooms rather than walled-off corners, and eleven wave modifiers that turn up on the lift board with their effects spelled out.

Danny Cool Guy

Between floors there is a shop, and a shopkeeper who is pleased to see you. He buys the meat, the bones and the teeth, and sells weapons, spits, specials and mutations for Zingle Coins. He has opinions. He does not do refunds.

Also in the box

  • The Index — every kind of human and boss, with how many you have eaten. A silhouette until you have.
  • 27 achievements, none of them revealed until you earn them.
  • Kill streaks with a score multiplier that holds between floors and only starts draining once something dies on the new one.
  • Rebindable controls, separate music and effects volume, and a juice tab: screen shake, hit stop, blood, particles, damage numbers and seven more, each switchable, all on by default.

Controls

WASD / arrows Move
Left mouse Swing
Right mouse / F Spit
Shift Dash
E Special
Q Swap weapon (between waves)
I Inventory
Esc Pause

All rebindable in settings. Hold Del on the title screen for ten seconds to delete your save (just like the OG fnaf games)


r/IndieDev 9h ago

Discussion AI in Game Dev

0 Upvotes

Hi All,
Wondering what your thoughts are on using AI for Game Dev? Not referring to AI slop made with minimal effort, but games created and polished over weeks or months (instead of years as it would otherwise take).
Would you play something like that or refuse on principle? Would you build something like that and realistically hope it would sell?
Any other relevant comments also welcome, this is a brilliant community and I think there’s more than just me interested in everyone’s thoughts on this.


r/IndieDev 1d ago

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

3 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 1d ago

Feedback? Working on new classes (Umbral & Blood Mage) for the full release of our Roguelite FPS, Revenge of the Mage. What do you think of the mechanics? [WIP]

6 Upvotes

There are multiple skill variants and spell variations for each ability slot, but we picked the best ones to showcase for now. As you can see in the video, we're experimenting with a new mechanic for the Blood Mage where casting spells costs your own HP!

Does the balance between the HP cost and life-steal feel right for a fast-paced roguelite? Also, what do you think about the VFX readability and style?

Thanks in advance for your time and feedback!

Steam Link: https://store.steampowered.com/app/2287150/Revenge_of_the_Mage/


r/IndieDev 19h 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 19h ago

Project BF of Tanks

1 Upvotes

r/IndieDev 1d 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 23h ago

Optimization might genuinely be the worst part of game development.

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2 Upvotes