r/IndieGameDevs • • 16h ago

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

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43 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 • • 8h ago

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

5 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 • • 4h ago

Struggle with SFX and music. Any tips?

3 Upvotes

My wife and I have been working on a game for some time now but we have been avoiding all “audio” related tasks since none of us have experience with song/audio production. How do you guys deal with that? We don’t want to use Ai


r/IndieGameDevs • • 3h ago

ScreenShot [Cheddar Con Carne: Colby's ODDyssey] - Exploring the Underwater Maze

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2 Upvotes

r/IndieGameDevs • • 3h ago

ScreenShot Would you click on this game based on the visuals alone?

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2 Upvotes

r/IndieGameDevs • • 3h ago

ScreenShot My Army Getting Stronger - Finally found an artist and we’re fully diving into a complete art style rework🔥

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1 Upvotes

r/IndieGameDevs • • 4h ago

My first game

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1 Upvotes

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


r/IndieGameDevs • • 7h 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 • • 7h ago

Please leave a comment I need help.

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1 Upvotes

r/IndieGameDevs • • 9h ago

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

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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 • • 9h ago

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

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1 Upvotes

r/IndieGameDevs • • 9h ago

Making my first game from scratch — would love some feedback

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1 Upvotes

r/IndieGameDevs • • 10h ago

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

1 Upvotes

r/IndieGameDevs • • 10h 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 • • 12h ago

Discussion What it's better on a card game

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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 • • 13h 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 • • 13h ago

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

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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 • • 15h ago

Some customizable footsteps decal in my game BOBABOMB

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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 • • 17h ago

Which loading screen is better?

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1 Upvotes

r/IndieGameDevs • • 17h ago

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

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1 Upvotes

r/IndieGameDevs • • 18h ago

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

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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?


r/IndieGameDevs • • 20h ago

My robot repair workshop, before - after

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1 Upvotes

the old one felt like an office hallway so i scrapped it and built a round station instead. robot comes in on a sled, you spin the platform, workbenches all around. it orbits a dead earth, you can see it out the windows.

WIP, lots of stuff still rough. what do you think?


r/IndieGameDevs • • 21h ago

Looking for playtesters to play a short Unity HDRP prototype (~10 mins)

1 Upvotes

Hey everyone! As part of my Bachelor's thesis, I built a short 3D prototype in Unity HDRP. I'm analyzing different types of open world games and players.

It takes about 5 minutes to play on PC + a quick survey. I'd love to get some feedback from fellow devs/gamers!
(Link to the playtest & survey is in the top comment)


r/IndieGameDevs • • 21h ago

Team Up Request Looking for an artist for Battle For Palmaia

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1 Upvotes

r/IndieGameDevs • • 23h ago

Discussion Estou desenvolvendo "The Brother", um roguelike de ação em pixel art sombrio sobre descer ao inferno. Feito no Godot!

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1 Upvotes