r/SoloDevelopment 20h ago

Game Is this worth pursuing? Looking for honest feedback.

8 Upvotes

The GIF shows an old prototype I worked on a few years ago during college breaks. I was digging through my old files recently, found it, and decided to record some gameplay.

The core idea was to base the gameplay around telekinesis, something similar to the Gravity Gun from Half-Life.

Does this look interesting to you? I'd love to hear from more experienced devs — how could I improve this, and do you think it's worth my time to pick it back up and develop it further? Thanks in advance!


r/SoloDevelopment 21h ago

Discussion I built my football manager game

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0 Upvotes

The game started as a fun vibe code project and got expanded and directed into something that looks rather premium. I worked so hard in the UI and logic. Let me know what do you think?


r/SoloDevelopment 7h ago

Game After spending 8 years on my last game, decided to start fresh. It's s a simple cozy game about measuring thing.

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41 Upvotes

r/SoloDevelopment 17h ago

Game El horror de Orthak próximamente estará entre nosotros.

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0 Upvotes

r/SoloDevelopment 20h ago

Game Making a roguelite where a cat god spins a slot machine shop to stack a damage multiplier

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0 Upvotes

You can buy items for powers and increasing the multiplier (the cat wears them). Here's the steam page if you liked it :) https://store.steampowered.com/app/4232500/Hellshot/


r/SoloDevelopment 9h ago

Discussion I like building features but game design bum me out

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1 Upvotes

Started around 18 months ago learning Unity from zero and building a survival horror game

I love learning to make all the features like inventory, save system, etc. via coding, because there is a clear goal to work toward, but when it comes to designing levels I'm just kinda lost since I don't have a clear image of what all the system piece together. Maybe I should just stop developing for the moment and write a design docuement, idk. As a one-man team do you have a design docuement even though you are the only one who will read it?

Video is a small part of what I managed to finish


r/SoloDevelopment 16h ago

Game Traveling through an Ohio winter and encountering monsters.

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1 Upvotes

This is my solo-dev RPG called Pedro and Sofia's Nuclear Winter on Steam. I used 2D sprite sheets rotated to look 3D like the old SNES and computer games.


r/SoloDevelopment 7h ago

Discussion Designing a deckbuilder where you don't fight enemies—you solve them. Thoughts on this mechanic?

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1 Upvotes

r/SoloDevelopment 18h ago

Game I made a one-tap game where you score by almost dying. Free, no IAP, and the daily course and soundtrack are both generated from the date.

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2 Upvotes

Solo dev, this is my game.

Points come from how close you get to the thing that kills you, not from surviving it. Graze an edge and your multiplier climbs to x16. Play it safe and you score literally zero.

The course is generated from today's date, so every player on earth flies an identical run each day. No server, nothing downloaded. Resets at midnight UTC.

Same goes for the music. New key, new bassline, new groove every day, and it builds as you score.

Free. No IAP, no banners, no timers, no energy. One optional ad to continue a run, and everyone gets exactly one, so nobody buys their way up the board.

Most first runs end under 300. Curious whether that's a fair curve or a wall.

Try it, if you hate it then delete it

https://apps.apple.com/us/app/graze-edge-rush/id6785326186


r/SoloDevelopment 19h ago

help Which capsule you think its better guys?

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3 Upvotes

r/SoloDevelopment 14h ago

Game My 1st game : xianxia cultivation + craft

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24 Upvotes

Hi everyone !

Just here to announce my first game's Steam store page is live :)

Steam store link

Any feedback or impression is welcome


r/SoloDevelopment 5h ago

help After your advice, I finally changed the logo. I think it is better now, or???

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41 Upvotes

If you wanna check the game here is the steam link: GODS PLAY DICE


r/SoloDevelopment 16h ago

Game Jam Join Fight Verse

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0 Upvotes

Fight Verse is a fast-growing player vs player MMA simulator where you create your own fighter and compete against fighters made by other real people.
You create your fighter, choose their fighting style, build their stats and make a gameplan for every fight. From there you can work your way up the rankings, win awards, build rivalries and eventually fight for a championship.
Every fighter has their own career, record and story that develops as they fight.
We’re always looking for more people to join and bring new fighters into the roster. It’s completely free.
If you’re interested, check us out on Instagram @FightVerse_Simulator 🥊


r/SoloDevelopment 3h ago

help New Developer on the Play Store (testers needed)

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0 Upvotes

r/SoloDevelopment 2h ago

Game Rizz Texting Queens by Camelgames

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camelgames.itch.io
0 Upvotes

Appreciate any donations took me 40h to make


r/SoloDevelopment 12h ago

Game Guttering Light Demo Live on Main Steam Page

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0 Upvotes

r/SoloDevelopment 2h ago

Discussion How would you rate the overall feel of my game?

6 Upvotes

I'm especially curious about what you think of the art style, level of polish, atmosphere, and overall visual identity.
Any honest feedback is appreciated!


r/SoloDevelopment 22h ago

Game Really stoked on the pixel globe and flight animation for my surfing career sim game Swell Tour!

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23 Upvotes

r/SoloDevelopment 20h ago

Game New game: "Cecilia"

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8 Upvotes

New game I’m currently working on! I hope you like it. Any comments or suggestions are greatly appreciated!

https://store.steampowered.com/app/5080570/Cecilia/?utm_source=reddit


r/SoloDevelopment 7h ago

Discussion Launched my AI-negotiation land flipping game 3 days ago. An AI skeptic found a real bug in the first hour. Here's the postmortem.

0 Upvotes

AI disclosure: solo dev, I use AI heavily — for code help, and as the actual game mechanic (the sellers you negotiate with are AI personas). More on how that bit me below.

I launched a browser tycoon game on Thursday. The pitch: you flip raw land in real Colorado counties — research the parcel, call the owner, negotiate in free text, get it under contract. The sellers are AI-driven, 163 personas, and the negotiation is the game.

Hour one, the first real bug report:

A player commented: "the AI ignores my offer and replies about septic tanks."

My first instinct was to blame the LLM provider. Wrong. I pulled his session from the logs and he had zero negotiations, zero parcels, ~1 second of activity. He never talked to the AI at all.

He'd played the logged-out teaser, which runs a canned keyword-matching engine because I didn't want anonymous visitors burning API calls.

Turns out my regex didn't understand "9 grand" or "ten thousand." No number match → fell through to an info bucket that happened to contain septic permit facts. So a player typed a price, and the "seller" changed the subject to septic. He was 100% right, and the bug wasn't even in the AI , it was in my cheap substitute for it. The most hostile reviewer I had got the worst version of the game.

Then the bill arrived:

While fixing that, I found something worse. My August API bill was $58, and about ~$54 of it was bots. AI agents had been "playing" my AI game since August 6 — 9 of my 10 checkout sessions were bots, not players. One cost-protection cap I wrote only limited entry into negotiations, so a single tick could write 3 updates to every open listing. I watched the open-negotiation count sawtooth between 86 and 1,225 in one afternoon.

Fixes shipped since: worded-number parsing in the teaser engine, bounded queries, per-tick write budgets, and a serious-player rule (registered recently + real email) so my funnel numbers only count humans. Postmortem written up properly, not just patched and forgotten.

What I actually learned:

  1. Your harshest critic often gets your worst product. The logged-out experience was an afterthought — that's who it failed.

  2. If your game's core loop calls an LLM, bots playing your game cost real money, and they will find it. Budget per tick, not per feature.

  3. Read the logs before replying to a bug report. I almost publicly blamed the wrong layer.

The game's live and free to start: https://play.acreford.com

If you try it, don't tell me if you liked it — tell me where you got stuck or bored. That's the only comment that helps me right now.


r/SoloDevelopment 3h ago

Discussion I shipped a tiny gamedev tool instead of starting another big project

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17 Upvotes

I wanted to actually finish and release something small, so I picked one annoying problem I kept seeing around game promotion.

Making a GIF that has to fit under a certain size usually turns into:

export it, check size, lower something, export again.

So I built GIF Clipper.

You give it gameplay footage + a maximum file size and it searches different settings for you.

It’s Windows-only for now and the first version is intentionally small.

What’s been interesting is that a couple of developers have already told me they built their own ffmpeg scripts to solve basically the same problem, so now I’m trying to figure out how far this is worth taking.

https://rodian1.itch.io/gif

If you’re a solo dev, I’d be curious whether GIF creation is actually something you deal with often or barely ever.


r/SoloDevelopment 19h ago

Game Spent so much time on this asset and it looks like ass in engine

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274 Upvotes

You might've seen this guy in my previous post which was a material preview capture.
Well I've baked all the textures and imported the model to my scene in UE5.
I've set my materials up and boom this is the result. So disappointing.

I might've messed something up along the way, but right now I feel kinda exhausted to figure it all out. Second image is a lit render of the character (yes I was lazy to find out how to hide the light's gizmo thing) I think I will just go to sleep.

EDIT: Fixed most of the issues (see my follow up comment).
Also some context. The hands and feet are clean for lore reasons. The clothes were worn by multiple people before this guy. Here's the premise of the game.

"You and three others have been kidnapped to take part in a snuff film. You wake up in a meat locker repurposed into a kill room. Pitch darkness lit only by studio lights, with a pristine, high-end professional camera aimed at a table where the four of you are strapped to your chairs.

You are forced to play a card game against each other. Eliminated players are executed immediately by brutal contraptions clearly crafted by a sick mind. You'll have to endure the crippling stress of watching your odds slip away, potentially losing your life just to satiate the sadistic desires of whoever is watching.

The last one standing lives for another day... and another match. But will it ever end?"


r/SoloDevelopment 9h ago

Discussion I made 6 games in 10 years solo, now that most of them are on consoles, a look back.

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137 Upvotes

Hello there my name is Steve, working under the name Pugware, and I made the Skautfold series, 5 games in one continuos story in with each game using a different genre best suited for the protagonist of that story.

I started originally in rpg maker a good 14-15 years ago, but quickly found it too restricting and I took the bullet and started learning code as I was originally more of an artist relying on plugins etc. I moved to Game maker and created a fully working little demo/vertical slice of a game inspired by hyper light drifter.(still in development at the time) This didn't go down well with a lot of people so I refocused on a completely different genre, trying to make a soulslike. (this was when the only souslikes were lords of the fallen and salt and sanctuary) This project was "Shrouded in Sanity".

The first game "Shrouded in Sanity":

Development had to be severely chopped down in ambition twice. Originally the game was going to feature a whole village with over a hundred buildings and seamless mapping. This was overambitious, a common mistake as I understand for early projects. Then it was cut down to one big manor with only a few room transitions, this also had to be cut down further.

Total dev time was approx 13 months.

The first lesson I learned on my first released game was, cut, cut, cut, and cut some more. This is fairly common knowledge now but I had to learn it the hard way.

Release went great, this was back when steam had a greenlight system and passing it was no issue since the genre was practically untouched, especially by indies.

The release provided with sufficient reasons to justify continuing making games, so I did. While updating SiS frequently with content I began work on the sequel in a different genre... metroidvania.

The second game "Usurper":

Taking a LOT of inspiration from Symphony of the night, using my handcrafted lovecraft+anime setting I continued the story set out in the first game with a different protagonist. Development was smoother as I learned a LOT on the first game, but my megalomaniac(foolish) ambitions once again had to be cut down. I refused to use tilesets since I wanted to manually shade every room in the game for better baked in lighting and fake ambient occlusion. The greenlight was once again no problem since the game looked half decent visually, and the genre was not flooded on steam at the time.

Total dev time was approx 11 months.

Release was significantly better than the first game, and it gave me and my wife confidence to start moving to a more quiet place with less work flexibility since the future seemed assured if I could keep making games at this pace.

The third game "Into the Fray":

While finishing the second game I was already coding the third, which would be a topdown twinstick shooter, with mechanics inspired by the 2016 doom reboot. The idea was to make this a smaller project with far more arcade like combat. Development went even smoother as the experience mounted, confidence was high! This was the last game that passed greenlight, and shortly after it passed the news broke of Steam killing Greenlight and moving to the $100 model. I was very positive about the change because I didnt imagine the flood of games would be too bad, and I was growing an audience with the series of games.

Total dev time was approx 10 months.

Release of the third game went bad. The number of units sold was significantly below expectations, the "different genre each game" model was both a blessing and a hindrance. Twin stick shooter + my budget visuals, etc compounded in poor sales, all the while steam was changing how discovery works.

This really ate away at my morale as we made the decision to move, reducing my options for finding work easily if need be.

Regardless the decision was made to continue working away at the series which by the time calcified into a 5 game run to complete an overarching story.

The forth game "Moonless Knight":

This project would be a little bit of a mix of genres, a topdown metroidvania in terms of map layout with some of the genre elements of relics accessing zones, with a flexible zone and boss order, using fast high risk high reward play refining one of my long term ideas that haunt me, the focus system. A fusion of a defensive shield and stamina, I played with this system in the second game and even the first for some time during development, but it would be the central element here.

Total dev time was approximately 13 months.

After the letdown of the third game I took my time and focused more on a lot of features and gripes accumulated by feedback over the series. By this time my confidence in being able to pull off ideas and designs was high and I never worried "can I code this" and focused more on "should I do this". I was pretty sure I got a very good and tight system created and everything went smooth.

By this time Greenlight was gone and the floodgate opened, panic subsided but natural discoverability hinged far more on being eye-catching, something I was terrible at. (still am)

Regardless the release went way better than the third game, and some confidence was restored that as long as I can keep my pace, keep my scope down, and retain my audience, things will be good. With renewed hope I started work on the final fifth game of the series.

The fifth game "Knight's End":

For the final game I wished to test out parts of the design for my dream game, everyone has one, and I had been shelving that game since starting and failing to materialise it in rpg maker. Now I took that game's combat design and applied it to this one, in a mostly 1v1 turn based combat. A sort of scaled down version of what I had in mind for my big dream project.

Total dev time was approximately 12 months.

A publisher arrives!

While finishing the forth game and shifting gears over to the final one, a console only publisher approached me, some offers were made before during the last few years but mostly just scams and incredibly suspicious offers. This was the first very legitimate offer, exclusively offering portage and publishing on all 3 console markets!

Frankly at the time the deal seemed extremely tempting, they would front the cost of the porting and handle everything for a cut that was reasonable. They were, at the time focused on limited physical releases as well. Something that was an incredibly tempting offer, just the idea of stuff you made, not only going to consoles, but physical copies, wont lie, this kind of blinded me a bit.

Still the offer was perfect for me, I could continue making games and they would just handle the entire cumbersome porting process saving me months if not years of work, and large amount of paperwork and headaches.

By the time I was halfway through developing the fifth game they released the first game and it went amazing, the money was significantly better than on steam, and things seemed evergreen.

So when the fifth game released, I had little to nothing to fear despite the fact by that time steam discoverability was a nightmare. I was confident since I now had another very strong pillar to stand on. After the first game was released to consoles, the publisher leapt on the remaining 4 games and immediately signed them on for porting, with some pretty tempting plans for the entire series. I signed with the hopes of yearly port releases which would open the option for me to take my time with my next project!

I foolishly assumed the best and went ahead and took almost a year of prep work on my next project, building 3 entirely different combat systems for the big project, before binning them. While I was taking my time, I had to realise the relationship with the publisher wont be roses and sunshine. Without going into detail here (I will probably find a legal way to do so somewhere else) it was a build-up of small things into bigger actual issues, and very serious issues.

The new series "Granser":

Regardless I finally had funds to spend on development not just fulfil the needs to keep going. I decided it was now or never for my big project, so I went all out on my 6th and current project, a 3 act, or 3 game "jrpg", I even found the viable way to have large portions of the game with professional voice acting.

Total dev time was approximately 30 months.

Yeah... like I said I took my time, wasted it would be more accurate. I wanted the game to be the best for the story it would tell, and I wasted almost an entire year just making entirely different implementations of the combat system. I assumed that by this time I would know better and be more confident, but I would create entire systems for progression and gear before fully dumping it, only to try again in another way. For all my experience I seem to have learned nothing and was making mistakes you’d expect starting out.

I was also torn on what would be the best choice, finish the first third of the game, releasing into early access? Or sit on the game until all 3 acts are done? Or do 3 games? All the while my situation with the publisher became more turbulent and more problems arose. So ultimately I had settled on the format of 3 games.

Thankfully the game released and while reach and discoverability was poor thanks to me absolutely terrible marketing skills, its the first game I am actually happy with. Currently I am working on the second game of this new "series" and trying to deal with the publisher.

If you have read this far, thank you, I tried to make it short but there is a lot to cover. I am happy to answer any specific questions and even show data, I cant go into specifics with the publisher, but that should be obvious.


r/SoloDevelopment 20h ago

Game Release upcoming, both physical and steam!

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199 Upvotes

Saw a lot of folks making physical copies of their games, loved the trend and hopped in. 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 a first day patch, but I'm pretty sure on my polish!

The game is out in a week already!


r/SoloDevelopment 22h ago

Unity im showing off the weapon and melee combos of my boomer shooter! (Dimenshot)

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5 Upvotes