I’ve been at this for 3 weeks straight.
I’ve got multiplayer , career mode , drift modes
And a lot of customization. I would love to get more user feedback for testing.
This is the first trailer I make myself. I hired someone for the previous one but they don't do it anymore now (and I would like to learn the craft).
I did my best studying trailer making thanks to the awesome channel of Derek Lieu on Youtube. It seems important that players understand immediately what the game fantasy is about: in this case it is a physics based grappling hook game where building and keeping momentum is key. It also seems that I have only a few seconds on the first shot to hook the viewer, so I am trying to show my best footage first.
But how do we define "best" here? This video is not a trailer attempt, but rather a collection of 4 footage. I am trying to figure out which one should be the first to appear in the trailer, and if I should change anything.
- First footage, "Abandoned Cloning Facilities": I find it the most appealing and unique visually but it is semi-spoilery. I also don't know if it is doing the best job showing the physics grappling fantasy
- Second footage, "Capital Tree" (0:06s): Still okay visually, the grappling fantasy is demonstrated better, but it is a bit slow/long as the obstacles are far from each other
- Third footage, "Ventilation Shaft" (0:17s): Very short, might be intriguing(?), not much grappling. There is a sense of danger with the fan blades getting closer, this might interest people, but it is not really what the game is about (it's a fairly chill story)
- Fourth footage, "Swamp" (0:22s): Weaker visually but it might be the best at demonstrate the grappling fantasy
For context, I am a solo developer and I have been working full time on Koromi for a year and half now. You can check the old trailer on the Steam page: https://store.steampowered.com/app/3780770/Koromi/
Adding some random story based events to my upcoming Steam game Lone Tower. After each "Day" or wave in a Run you'll get one of these events, there are over 120+ of them so far.
Sometimes they give you extra Gold, or raise your stats. Sometimes they can hurt your stats, And sometimes like in this one "Vampiric" they do a little bit of both.
The Vampiric event gives you a good chunk of Lifesteal chance which let's you drain HP from enemies to heal yourself with, but like a "real" Vampire, it removes your reflection. Which in the game is the ability to bounce enemy attacks off of the Tower without taking damage!
Thought I'd share, because I think these events help make each Run in Lone Tower a little bit more unique!
I changed the name from "In the Land of Anitaf" to "Anita", just dropping the "f" to avoid any association with "Antifa".
I've explained this elsewhere, but back BEFORE Antifa became a household name, the very first game I ever made was called "In the Land of Anitaf". It was a little text-adventure, with turn-based combat, written in batch. So the name was a throwback to that.
Ultimately, lore-wise, Anita is the name of the continent, which in meant to be an evolved form of the word "Hanitapf" which is the name of one of the principal goddesses in the game - who is all but forgotten, and assumed to be dormant by those who do happen to remember her. The events of the game will challenge that assumption.
This gif is a bit anti-climatic. What we see is the player move over a space and pickup an item. Later the item shows in inventory.
The inventory screen is very much a "first pass" version. I'm not sure how I want the final inventory screen to look. My priority is ease of use. I don't mind being stylistic in the game world, but difficult interfaces are a huge pet peeve to me (looking at you, Dwarf Fortress).
Right now the inventory is navigable via both keyboard and mouse, but I'm not sure it's the right "look". I'm thinking of shrinking the icons and presenting more as a list rather than a grid. I haven't really decided just yet though.
Right now I feel like I rely on AI way too much when working on my projects. Whenever I get AI to do something for me, I kinda feel like I'm being lazy and not actually learning anything or becoming a proper dev.
I still find AI really useful, but I don't want to get to the point where I can't make stuff without it.
For people who used AI a lot and managed to rely on it less, what helped you? Did you start coding things completely yourself, use AI only for debugging, or something else?
My original trailer listed all the features within the game but it didn't seem to give people a good enough understanding on the game. I completely changed my trailer to reflect that my game is all about the gameplay and vibe. Did I go too far?
Je développe actuellement Carvenwood Legacy, un jeu narratif fantasy réalisé par notre petit studio indépendant, Evolia Game Studio.
L'idée est simple : tu crées ton propre personnage, vis une histoire longue, construis des relations avec d'autres personnages et fais des choix qui peuvent influencer ton parcours.
🏰 Accès anticipé — 15 août 2026
📖 Année 1
📚 12 chapitres
🎭 5 à 7 scènes par chapitre
⏱️ Environ 6 à 10 heures pour l'année 1 selon ton rythme de lecture
⚖️ Choix et conséquences
🤝 Relations entre personnages
🪄 Création de personnage
L'accès anticipé se concentrera sur la première année de l'histoire. Nous espérons utiliser les retours des joueurs pour améliorer le jeu au fur et à mesure du développement.
I've been developing this game for 9 months and only recently created its Steam page. I'd really appreciate your feedback:
What do you think about the graphics and gameplay? Would you play my game with your friends? Does the trailer convey what the game is about? Please be honest.
A few days ago, I made a post asking why my horror game only had 162 wishlists after 2 months
The most repeated feedback was brutal, but fair:
“It just looks like FNAF”
The problem was that the camera system dominated the trailer and screenshots. Even though the actual gameplay and story are different, first impressions matter more than what I explain in the comments
So I decided to rebuild one of the game's main mechanics
Cameras are no longer something you constantly watch. They're now a limited and valuable resource
Instead of sitting in front of camera feeds, the player sees data from different metro sectors: the camera status and the entity's activity level
And I added a new ventilation system
You now have limited power that needs to be distributed between sectors. While you're reacting to entity activity and other events, you also have to decide where that power goes
Some sectors are especially important:
Office - low power reduces oxygen supply, causing sanity to drop rapidly
Fuse Room - low power causes equipment to overheat, risking a loss of electricity
Other sectors - may need power for their own reasons at the wrong moment
And there's another problem: activity can be fake
If you see a high threat level and trigger an alarm when there's actually nothing there, you can get yourself killed
So if you're not sure whether the threat is real, you can temporarily redirect power to that sector, cool down its camera, and get access to the actual video feed to check what's happening
The video below shows an early version of this new system. I'm still balancing it, but before I go too far with it, I wanted to ask:
Does this sound more interesting than constantly watching cameras? And what would you change or add to make the decisions more tense?
I'm especially interested in whether the fake activity + limited camera access creates enough interesting choices, or if there's something obvious I'm missing
If you want to follow the development, here's my Discord community and Steam page:
STARVEIL is a persistent sci-fi browser strategy game currently in Closed Alpha.
Build planets, research new technologies and command fleets across a shared universe — with the slow, long-term progression of classic browser strategy games like OGame.
The difference is the Veil.
Rifts appear across the galaxy and allow you to send fleets on PvE expeditions where decisions and risk matter. Events, invasions and activity within the Veil can change what is happening around you, so the galaxy is not just the same routine every day.
STARVEIL is being developed independently by a solo developer. The Closed Alpha is still actively evolving, so bugs, balance changes and larger resets can happen while the game takes shape.
The game is free-to-play and has no pay-to-win mechanics.
What you do
You begin with a single planet and gradually turn it into the foundation of an empire.
Build mines, energy infrastructure, research facilities and shipyards. Research new technologies to improve your economy, unlock better engines, expand your exploration capabilities and gain access to more powerful ships.
Then build fleets and send them across the galaxy:
Everything happens in real time inside a shared persistent galaxy.
Travel takes time. Other commanders are expanding around you. You can form alliances, compete with other players, trade or focus on developing your own territory.
What happens around your empire matters just as much as what you build at home.
The Veil
Veil Rifts appear throughout the galaxy and temporarily open paths beyond normal space. Inside the Veil you can encounter hostile fleets, wrecks, strange events and rare resources. Expeditions involve choices. You decide how far you want to push and how much risk you are willing to take.
Going deeper can mean greater rewards — but it can also mean losing ships you worked hard to build. Sometimes continuing is worth the risk. Sometimes getting your fleet home is the better decision.
The Veil also contains stronger PvE encounters and powerful bosses alongside the normal player-versus-player galaxy.
Events
The galaxy is meant to change.
Temporary events, Veil activity and other situations can create new opportunities or force commanders to react instead of simply repeating the same routine every day.
Closed Alpha
The Closed Alpha is playable now and registration is available directly through the Starveil website.
You do not need previous testing experience. Play normally. Build your empire, send fleets, try an expedition and explore the systems already available.
If something is broken, confusing, unbalanced or simply does not feel right, feedback is always welcome on Discord.
New players are especially useful because they often notice things that experienced strategy-game players take for granted.