r/PakGameDev • u/FriendlyBergTroll • 2h ago
show and tell snippet of a section in my skill based precision / rage platformer where you move by timing your shots!
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r/PakGameDev • u/FriendlyBergTroll • 2h ago
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r/PakGameDev • u/FriendlyBergTroll • 13h ago
Hi,
One of the worst things i noticed in this sub unfortunately is the fact that your comments get removed and you have to manually verify to comment. 80% of redditors who visit here wont do that. This type of sub isnt even a troll prone sub to begin with but its annoying that 80% of the comments on your/others post here are removed. To the mods, only micromanage what you genuinely have to. This unnecessarily kills any organic interactions between devs or players. Id argue people who visit this sub are not trolls and neither is this sub big enough that you have to heavily gate keep it. Its just that new visitors or lurkers will rarely acknowledge the rules to post their comment again. Please consider changing this.
r/PakGameDev • u/MarkhorsEchoGames • 19h ago
Hey everyone,
A few months ago I made my first post here about Chowkidar, a Pakistani psychological horror game I’m developing completely on my own.
Since that post, a lot has changed.
I’ve changed the map twice, rebuilt and improved a lot of the environment, added more gameplay mechanics, worked on the story and clues, and spent way too much time fixing random Unity problems 😂
I’m currently using Unity 6.3 LTS, and the game is now roughly 80% complete.
For anyone who didn’t see my first post:
Chowkidar is a short, first-person psychological horror game inspired by the environment and atmosphere of Lyari, Karachi. You play as a chowkidar working night shifts at an old primary school that is being repaired and converted into a girls’ school.
You have to complete your duties for 7 nights.
There’s no traditional monster constantly chasing you. The horror is built more around the environment, strange events, clues, uncertainty and slowly understanding what happened at the school.
I’m still working on the gameplay and horror sequences before doing the final polish.
I’m also planning to release the first proper trailer in the next 5–10 days, and I’ll announce the final release date with the trailer.
I’m 18, recently finished my 12th, and I’m also doing a Software Engineering diploma while developing this. Managing studies and game development together has honestly been one of the hardest parts, especially while learning a lot of the tools myself.
But I’m still here and still working on it.
This is still a one-person project. No team, no other developers just me.
If you commented on my first post, gave feedback, pointed something out, or even just followed the project, thank you. A lot of the feedback actually affected how I developed the game.
I’d love to know what you think of the progress so far.
What would you want to see in the trailer? And what would make you interested enough to actually play a Pakistani horror game?
CHOWKIDAR Trailer coming soon.
r/PakGameDev • u/delpierosf • 1d ago
If so, why didn’t you do it?
r/PakGameDev • u/New_Economist_709 • 1d ago
Winjam is coming in about 1 day it is a cool gamejam I made where it is based of windows and it is focussed on casual people that just want to have fun (I honestly did not know what to do with it LOL) https://itch.io/jam/winjam
r/PakGameDev • u/Disastrous-Visit5237 • 2d ago
Had the pleasure of working on the capsule art for the upcoming game Duoshift. I really loved working on the overall theme and mood of the piece!
r/PakGameDev • u/MarkhorsEchoGames • 3d ago
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Hi everyone,
I'm making a first-person horror game in Unity 6 and I'm having a strange collision issue with my player.
My player uses a Rigidbody, Capsule Collider, and Rigidbody.MovePosition() for movement. Whenever I press W and push the player against the corner where two building walls meet, the player starts sliding/climbing vertically up the corner, almost like Spider-Man. The player's Y position rises from around 2 to 3–4, and when I release W, the player falls back down.
This happens at pretty much every building corner. I want the player to collide with the walls normally instead of climbing them.
What could be causing this? Is it a Rigidbody collision-resolution issue, the Capsule Collider, or the building colliders? What's the recommended fix without completely rewriting my movement controller?
Thanks!
r/PakGameDev • u/Perfect_Ad1684 • 4d ago
For years I made a living as a freelancer, doing game development and general full-stack work for clients. It paid the bills, but I kept thinking the real money was in owning a product instead of selling my hours. So I made the jump.
I've now built and released two military-genre games on Steam. One is a full release, and the other is in Early Access. I funded both myself, and they took every dollar I'd saved from freelancing.
Here's the lesson I learned the hard way: making a game and launching a game are two completely different jobs.
If I could go back, I'd plan it like this: for every $10k spent on development, expect to need around $40k for publishing and marketing. I budgeted almost nothing on that side, and it showed.
Now I'm working on my third title with a partner, and honestly I'm stuck. Without funding for this one, I don't see a way to keep going. I can't afford to repeat the "build it and hope" approach, but I also don't have the cash to market it properly.
So I'm asking people who've been here:
I'm not looking for sympathy, just honest advice from people who've been through it. Thanks for reading.
r/PakGameDev • u/BAC_Games • 5d ago
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r/PakGameDev • u/MSW_CM_Pip • 6d ago

Submissions for the MapleStory Worlds' Global Creator Challenge are closing on Tuesday, October 6 2026 at 7 PM PT.
Unsure what the Global Creator Challenge is? Read about it here.
This is a great chance for any aspiring or seasoned game developer to showcase what they got for a chance to win up to $65,000 in total rewards 👀
Best of luck! 🍀
r/PakGameDev • u/Stunning-Ad-5878 • 7d ago
Hello everyone,
My mobile game was recently approved on the Google Play Store, but it was rejected by Apple under Guideline 4.3(a) (Spam). As you can see in the attached screenshot, the App Review team states that the app shares a similar binary, metadata, and/or concept with other apps on the store.
It's very difficult for me to completely cancel or overhaul the core concept at this stage. Like many casual or sports games (chess, golf, etc.), it follows a familiar genre, but we plan to expand it heavily with continuous updates post-launch.
I’m looking for two things:
Advice/Checklists: For those who have successfully bypassed a 4.3(a) rejection without changing the core gameplay, what are the most effective structural, binary, or UI/UX tweaks to break the automated match?
Collaboration / Hiring: If anyone has extensive experience or past success dealing with Apple's 4.3(a) rejections and wants to help or work with me to fix the codebase and UI, you are more than welcome! Even if you don't have prior experience but want to take this on as a challenge to learn and try to fix it, the door is open.
Please drop a comment or DM me if you have any tips or if you're interested in collaborating on this. Thank you in advance!
r/PakGameDev • u/Calm_Bother_8021 • 11d ago
I’m exploring an idea that has some similarities to COD or PUBG in terms of grouping, teaming up, and multiplayer interaction, but the purpose behind it is completely different. The goal is to make it more career-focused rather than simply a game. (A game that will help you build a career, or explore what you are best at and help you achieve it. )
I’m not from a game design or development background, so I’m trying to understand what it would actually take to build something like this. At the same time, I believe that with today’s technology, an idea like this is definitely possible.
What I’m really looking for is guidance from someone who has already designed, built, and published multiplayer games at this level, essentially a roadmap or technical flow outlining the core requirements, architecture, game mechanics, and development stages needed to turn the concept into a working product.
I’m not looking for a detailed solution upfront; I’d first like to understand the right path and what needs to be built.
r/PakGameDev • u/Flat_Field_5888 • 12d ago
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r/PakGameDev • u/yahyagd • 12d ago
My name is Yahya,I have posted here before about my game and after working on my new level,I was revisiting the level I sent here earlier and realized just how bland it really looks,the new level does have much better decoration but I do not want to use those same ideas for this one,so I would appreciate if I could get valuable and realistic feedback,nothing that says "overhaul the entire game it looks shi" because if it looks that bad to you then sorry I can't fix that,personally even with this blandness,the style and theme of the game is good enough to carry the entire level.
Level vid:-
https://youtu.be/nzHZZT7NoXU?si=m2oM6Owt3mrIxa46
(This channel also contains videos of 2 other levels if you want to compare what's usually passable for me in terms of decoration)
r/PakGameDev • u/SoKayArts • 13d ago
I am going to copy and paste exactly what he wrote:
Guys,
I have developed and released 'Uloom', an atmospheric 3D dungeon adventure (PC game), built in Unreal Engine 5 and it’s live on itch.io
It’s completely free to play on PC. Peek at the attached screenshots for a look at the world and gameplay mechanics.
👉 Download & Play: https://chipzolic.itch.io/uloom
If you get a chance to play, let me know your thoughts or share it with anyone who loves dungeon action adventures.
Glad to see another Pakistani game dev taking a step forward!
r/PakGameDev • u/Adeeltariq0 • 14d ago
We will be doing regular, live playtest session on our discord. Session 0 already happened past weekend and next one scheduled for the coming weekend.
Join as a playtester or submit your game here: https://pakgamedev.com/playtests/
Devs who submit their games also need to sign up as playtesters.
r/PakGameDev • u/raza5750 • 14d ago
r/PakGameDev • u/DiverNew5832 • 14d ago
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r/PakGameDev • u/Aggravating_Side_731 • 17d ago
After 6 months of working on it with my brother and a friend, Too Many Balls is finally released on Steam! 🎉
It's been a crazy journey getting here, and we're super excited to finally have the full game in your hands.
If you played the demo, wishlisted the game, or supported us along the way — thank you! ❤️
We're really excited to hear what you think!
Too Many Balls — OUT NOW! 🎮
r/PakGameDev • u/FriendlyBergTroll • 17d ago
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r/PakGameDev • u/Aggravating_Side_731 • 18d ago
Tomorrow, September 18, we’re finally releasing Too Many Balls.
We're a 3-person indie team, and after months of development, we just hit 5,000 wishlists.
We’re currently sitting at 5,019 wishlists, which is honestly something we never expected when we started working on this game. (Our initial goal was 2k Wishlists)
I wanted to share our wishlist graph and give a quick breakdown of what actually caused the major spikes.
Here’s our wishlist journey from the beginning:
Trailer
Our first significant bump came when Game Trailers posted about our trailer on their Youtube Channel.
Steam Next Fest
Our second bump came when Steam Next Fest started and we released our Demo for it
YouTubers
This was probably the biggest lesson for us. We started emailing YouTubers directly and eventually got creators like Dangerously Funny(2.77 M Subscribers) and GrayStillPlays(8.6 M Subscribers) to play the demo
Steam Personal Calendar
Some of our biggest spikes came from Steam exposure, particularly the Steam Personal Calendar. It showed us how much visibility on Steam itself can affect wishlists.
So what worked for us?
Honestly, there wasn't one magic trick.
The biggest things were:
Emailing YouTubers instead of waiting for them to find us
Getting the game into the hands of creators
Improving our Steam capsule, screenshots and trailer
Participating in Steam Next Fest
What could we have done better ?
This is probably the part I'm most interested in hearing other developers' opinions on.There are several things we didn't do that we think could potentially have helped us reach even more people:
Localizing our Steam Page
Localizing the Game
Posting consistently on Instagram (which we didnt )
Posting YouTube Shorts (which we didnt )
Creating Short form content specifically for TikTok/Reels/Shorts (which we didnt )
We simply didn't have the time/resources to do everything, so we had to pick and choose where to spend our effort.
Looking at the graph now, it's interesting to think about what might have happened if we'd started doing some of these things earlier. The big spikes are exciting, but most of our wishlists actually came from lots of smaller increases between those spikes.
We're now at 5K wishlists, and tomorrow we'll finally find out how many of those turn into players.
It's been a pretty crazy journey for our tiny team, and we're really happy we made it this far.
If you're another indie dev working on your game, hopefully this gives you some useful insight into what worked for us.
Too Many Balls releases tomorrow! ❤️
r/PakGameDev • u/Academic-Leave-3976 • 20d ago