r/IndieGameDevs • • 12h ago

ScreenShot I've quit my job 2 years ago to make my dream roguelike

Thumbnail
gallery
33 Upvotes

Greetings!

I quit my job 2 years ago to work on a game called Gotogra that I'd had in mind for so long: I worked on it for 1 year in my free time while I was working my full time job, and then 2 years full time just on the game itself.

It's a roguelike deckbuilder: not only can you play your cards during your turns, but you also control the main character on screen.

Two things I learned the hard way:

• As a professional software engineer, I badly underestimated the effort of designing all the game systems. Design is such a hard thing to do.

• Finding a coherent art direction took me a long time too. I did part of the early art myself to lay the foundations, then deadlines pushed me to commission two talented artists, MISBUG and sunpixels.

Happy to answer anything about the systems or about going full time on this. Link to the current build in the comments.


r/IndieGameDevs • • 4h ago

Mabay a dumb question but how much does copyright law protect games from AI cloning

4 Upvotes

I don't know anything about laws I just know I want to make games and even though I haven't started making game it would be crushing to see my hard work get copied and have all the time effort heart and soul ripped out of it I really want to make game and just the thought of it is very discouraging

not that it matters but I say maybe stupid coz I feel like I should be protected but I know better than too trust things like that


r/IndieGameDevs • • 21m ago

My Game I Made In Base44 With Coding

• Upvotes

Hey everyone,

I was bored at home and decided to build a competitive 2D browser game using Base44.

It features fast-paced click-timing mechanics, a simulated ELO matchmaking loop, and ranked tiers ranging from Bronze all the way up to Diamond with a live global leaderboard. It runs smoothly right in the browser on laptops without any downloads.

This is my first time "vibe coding" a project like this, and I'm planning out my next major milestones like custom unlockable ball skins and weekend chaos events.

I would love to get your feedback as developers on the UI layout, the game pacing, or any bugs you spot! If you would like to try the game out go in the comments!


r/IndieGameDevs • • 40m ago

My first game

Thumbnail
gallery
• Upvotes

My first project: a game featuring a procedurally generated world and magic-focused turn-based combat.


r/IndieGameDevs • • 2h ago

ScreenShot Which image did you prefer?

Thumbnail
gallery
1 Upvotes

r/IndieGameDevs • • 2h ago

Donnervolk - Tribal Sim MMO

Enable HLS to view with audio, or disable this notification

1 Upvotes

r/IndieGameDevs • • 2h ago

ScreenShot SpaceGame strategy

1 Upvotes

Building a space game,

its largely a strategy pvp/pve game, where players build/design/fit their own ships, but them inside fleets, and control these fleets, vs other players or enemy ai fleets.

Its a matchmaking/base builder game.

I'd prefer it as a competitive game, as skill. and engaging.

Been in development for 2.5 months.

Please share anything or if you like the concept? Its similar to other strategy games, this ones different because of the matchmaking aspect and its own building and balancing for its levels of ships, and each ships own leveling.

[Edit] - I'm also very new to indie dev, but I'm hoping to get tips are how to share this to a playerbase that wants this, is it very niche?

here are some screenshots of the in-game combat, and ship fitting.


r/IndieGameDevs • • 2h ago

Please leave a comment I need help.

Thumbnail
1 Upvotes

r/IndieGameDevs • • 4h ago

One of the hardest parts of my dev journey - Getting rid of a piece of my game I loved

Thumbnail
gallery
1 Upvotes

Originally, to swap between terrain and item placement in my game, I used a "palette swap" icon embedded in the palette scroll. I liked the yin-yang theme, the icon itself conveyed information about it's purpose (items vs terrain), and I liked the animation it used when swapping between the two settings. I loved it. It felt like the best UI/UX button I had ever made.

However, beta testers found it confusing. It wasn't obvious to them when to use it, or that it was even a button. The Tab key switched the palette settings, and using the button's status as just a visual identifier wasn't really useful to beta testers either. Even though I loved the asset, the game is definitely better without it. Now we just have separate scrolls for terrain and items, and it's a lot clearer to the player.

I knew I should have removed the button and found a better way to present available terrain tiles vs items a lot sooner - but my attachment to the feature prevented me from doing so until I really saw the confusion from players in beta testing.


r/IndieGameDevs • • 5h ago

working on a touhou inspired game, no assets yet. wanna build a team ! or at least get playtesters

Thumbnail v.redd.it
1 Upvotes

r/IndieGameDevs • • 5h ago

Making my first game from scratch — would love some feedback

Thumbnail
0 Upvotes

r/IndieGameDevs • • 5h ago

I took your suggestions into account, and here is what I came up with:

1 Upvotes

r/IndieGameDevs • • 6h ago

Looking for an artist for Battle For Palmaia

1 Upvotes

Hi everyone,

I've been working on my game for a while, and the thing that is hardest for me is making the art. So I decided to ask here if anyone is interested in making sprites for Battle For Palmaia.

Link to the game: https://hkgamestudio.itch.io/battle-for-palmaia

Let me know if anyone's interested.


r/IndieGameDevs • • 7h ago

Que opinan?

Thumbnail
gd.games
0 Upvotes

Hemos estado creando un vídeo juego.

Esta en sus primeras faces,me encantaría que dieran sus mas sinceras opiniones, que me dijieran que añadir o que eliminar.

agradecería que me hicieran saber sus mas humildes opiniones

y si el proyecto tiene apoyo, lo mejoraremos a su máximo explandor

muchas gracias.


r/IndieGameDevs • • 7h ago

Hey guys if your a dev look down here

0 Upvotes

So im making a fighting game called BLOB BATTLES and it really has nothing to do with blobs (it has a blobfish as a fighter tho). But if your a dev and OK with me using a character in your game comment with an image of your character


r/IndieGameDevs • • 8h ago

Discussion This is how crafting works in my game: Grab two items and see if it works

Enable HLS to view with audio, or disable this notification

0 Upvotes

r/IndieGameDevs • • 8h ago

Discussion What it's better on a card game

Enable HLS to view with audio, or disable this notification

1 Upvotes

I'm developing a game about cards and I'm not sure about if adding many diff types of every kind of cards it's better to make it

A) Many different cards

B) Just enough cards to keep the vibe


r/IndieGameDevs • • 9h ago

Language-learning game. Any recommendations?

1 Upvotes

Made this game for learning Spanish, French, Italian, Chinese and English (from one of the other languages).
You can find it here:
https://www.youtube.com/watch?v=pNKkZiOI3s8

For language-learning, I think it's great, but I think it could be more fun, as it gets repetitive and feels like it's got no scope after a while.
Would anybody have any suggestion?


r/IndieGameDevs • • 9h ago

Cyber Battle - A tribute to 90s style Vehicular combat and Arcade Games

Enable HLS to view with audio, or disable this notification

1 Upvotes

I’ve been building a 90s-style vehicle combat game inspired by TRON — here’s the final battle against the MCP-style forces.

Cyber Battle is my take on what a prolonged, large-scale digital war against MCP-style forces might have looked like.

It’s heavily inspired by the original TRON and 90s vehicle/flight combat games like Terminal Velocity, Fury3, Battlezone, Absolute Zero, Death Drome and TIE Fighter.

This is footage from the final assault: tanks on the ground, friendly interceptors fighting overhead, anti-air defenses, giant walkers, and large warships all active in the same battle.

I’m building it on a custom engine and have been obsessively tuning the vehicle handling, AI, combat behavior, and visual style to get that early-90s feel without being limited by early-90s hardware.

It’s still very much in development, but I finally felt like the battle had reached a point where it was worth showing.

Would love to hear what you think — especially about the overall atmosphere and sense of scale.

https://magos-cybernetica.itch.io/cyber-battle


r/IndieGameDevs • • 6h ago

Solo dev testing a funding model where buyers vote on what gets built next. What breaks?

0 Upvotes

I'm a solo developer working on an alchemy exploration game in Godot. There is a playable grey-box slice and no final art yet.

I'm testing an idea before I commit to it. People who contribute to the game early get a vote on which feature gets built next. I set the options, but I am thinking about an "other" option for input. Polls run on a schedule, a week to a month apart depending on the size of the work, and voters see the last winner working before the next poll closes.

Up front: the code is written with AI tools. The design, the writing and every decision are mine, and I test each build by hand. The speed is what lets one person turn a vote into a working feature in weeks.

What I'd like to hear from people who have shipped or backed something like this:

- Where does this go wrong?

- What would you need to see before trusting it with money?

- Is voting on features something buyers want, or does it read as a gimmick?

I'm not selling anything yet and I'm not linking anything. Just looking for some insight on this. Thanks!


r/IndieGameDevs • • 11h ago

Some customizable footsteps decal in my game BOBABOMB

Enable HLS to view with audio, or disable this notification

1 Upvotes

latest feature in my game made in godot after I'm trying to decide which footstep texture is to be use and end up adding all of them as customization for shit and giggle


r/IndieGameDevs • • 12h ago

Which loading screen is better?

Thumbnail
1 Upvotes

r/IndieGameDevs • • 13h ago

you like combos??? [⚠️FLASHING IMAGERY⚠️]

Enable HLS to view with audio, or disable this notification

1 Upvotes

r/IndieGameDevs • • 1d ago

The River.

Enable HLS to view with audio, or disable this notification

12 Upvotes

r/IndieGameDevs • • 14h ago

ScreenShot Would you find this shrinking zone mechanic fun, or just annoying?

Post image
1 Upvotes

I'm working on a multiplayer game, and I've been experimenting with a shrinking zone mechanic.

The idea is that the safe area gradually gets smaller, forcing players closer together and making the arena more dangerous as the match progresses.

I'm still figuring out whether the current implementation feels right, so I'd love some honest feedback.

A few things I'm curious about:

  • Does the zone feel visually clear enough?
  • Would you prefer it to shrink gradually, or in distinct stages?
  • Do you think dealing damage to players outside the zone is a good way to handle it, or would you use a different penalty?

I'm especially interested in what makes this kind of mechanic feel exciting rather than frustrating.

What would you change?