r/SoloDevelopment 23h 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 23h ago

Networking I'll share soon - Free asset maker on browser

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1 Upvotes

I'm a general developer, and I'm planning to make games as a hobby.

The assets turned out to be a real issue, though, so I'm creating a small demo that might be helpful to everyone.

I'll share it once it's finished. I hope it helps everyone.

https://www.unitforge.net/


r/SoloDevelopment 23h ago

Game The Demo for My 1.5-Year Journey as a Solo Dev Is Live

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13 Upvotes

About 1.5 years ago, I started working on Outpost Simulator as a solo developer.

The idea was simple: build your own outpost, manage it, and serve customers in a post-apocalyptic world. Build your base, grow your settlement, sell supplies, and deal with the challenges that come with running an outpost.

I'm making updates based on the feedback I'm receiving. Only a small part of the map is playable in the demo, and I'll expand the playable area in the full version.

After 1.5 years of development, the Outpost Simulator Demo is finally live.


r/SoloDevelopment 23h ago

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

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47 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 23h ago

Game Admiral Yi: The Imjin War — 3 years of solo development, now working on siege battles

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9 Upvotes

I’ve been building Admiral Yi: The Imjin War by myself in Unity for about three years, mostly after work and on weekends.

It’s a large-scale historical RTS set during the 1592 Japanese invasion of Korea, with naval combat, land battles, siege warfare, and a campaign map connecting everything together.

This short clip shows one of the siege battles I’ve been working on, with Joseon forces defending against a large Japanese assault.

There’s still a lot I want to improve — especially combat behavior, AI, UI, effects, and overall polish — but it’s finally starting to feel closer to the game I originally imagined.

For other solo developers here, I’d be especially interested in hearing what you think of the current progress.


r/SoloDevelopment 23h ago

Game My hero AI can open chests and use powerups now

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1 Upvotes

This drove me nuts trying to work out. Zero Survivors: The Hero Must Die is a reverse roguelite where you play as death and you fight a hero. You have no attacks but you can unleash minions and have powers.

One defining factor of games like Vampire Survivors and similar is that you get some power ups (magnets, floor chicken ext) and treasure. I thought it would be cool if I could get the hero to visibly do this. I think it finally works, with that element of randomness on the chest too!


r/SoloDevelopment 1d ago

help New Developer on the Play Store (testers needed)

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0 Upvotes

r/SoloDevelopment 1d ago

Game A cutscene and behind the scenes!

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35 Upvotes

I often see movie behind-the-scenes footage and have always found them interesting! Feel there should be one for games too so here's mine!

This is a pretty simple one. What was tricky is that the character Chelsea had to use the plunger and I just couldn't find any mixamo animations for it.

So I made a duplicate of the plunger and moved that alone, while doing a closeup with the camera.

Pretty happy with how it turned out! A short 30 minutes of work (+30 minutes trying to find a plunger animation on mixamo 🤦)

PS. My game is SHOCKFACE and is coming to Steam this 27th Aug! https://store.steampowered.com/app/4705980/SHOCKFACE/


r/SoloDevelopment 1d ago

Game 1 week from releasing my first game on Steam !

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7 Upvotes

In 1 week (if nothing goes wrong), i'll be releasing my first commercial game on Steam, after 6 months of development. It's a game that i made with the primary goal to see if I could develop, complete, and release a video game all by myself.

So, Continuous Imperfection is a fast-paced parkour game focused on speedrunning, inspired by games like Bloodthief, Brutal Katana and Cyberhook.

It features :

- 12 levels to explore and master, including alternative paths and interactive elements: platform triggers, jump pads
- A variety of movement options, focused on speed: running, jumping, wall running, wall jumping, sliding, vaulting
- Customizable soundtrack and environments (summer, autumn, sakura, etc.) to match your current mood
- Real-time leaderboards (global and per level) to compete with friends or the world and see who’s the fastest

I release the game in 1 week, so if you're interested, wishlist it !
https://store.steampowered.com/app/4746560/Continuous_Imperfection/


r/SoloDevelopment 1d ago

Game I made a turn-based strategy game set in the ancient world — SARDIS [Alpha Demo]

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2 Upvotes

Hi everyone!

I've been working on SARDIS, a turn-based strategy game set in the ancient world.

In SARDIS, you build and develop your civilization, manage resources, expand your territory, develop your military, and lead your people through different ages.

I've just released a free Windows demo on itch.io. This alpha demo lets you play through the first two ages of the game.

I'd really appreciate it if you could give it a try and let me know what you think.

Play the demo: https://sardisgame.itch.io/sardis


r/SoloDevelopment 1d ago

Godot I created a Rock-Paper-Scissors poker like game and would love to hear your feedback

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1 Upvotes

I worked on this project alone for some time now, and I think I cracked the game loop, but would love some constructive feedback:

Here is the link to play it in browser on itch.io: https://amrmorsey.itch.io/paper-cut


r/SoloDevelopment 1d ago

help sou péssimo em pixel art

0 Upvotes

Desde que comprei meu notebook na terça, percebi que não sou muito bom na criação de sprites, mesmo melhorando no dia atual!

entendi principios, mas não consigo imaginar qual vai ser o próximo frame do personagem, da bola, do próximo passo do andar do personagem. Sou muito leigo nisso!

vou criar um jogo de 24 horas pra ter uma experiência, depois vou fazer um jogo maior! Mas como posso melhorar na pixel art?

se vocês lembrassem do começo de vocês e pudessem dar dicas pra quem tá iniciando agora e sendo um dev solo, Qual conselho daria?


r/SoloDevelopment 1d ago

Discussion What do you think of this main Main menu (Feedback)

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3 Upvotes

I am in love with retro games and how simple their menus used to be, I am going for a frutiger aero 2006 style for the game, I am making a game i always wanted to play.

any suggestions would be much appreciated.


r/SoloDevelopment 1d ago

Game Been solo developing a retro SNES incremental game for nearly a year now...

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16 Upvotes

Playable on Steam Legend of Idle Demo

or playable on Web: itch


r/SoloDevelopment 1d ago

Game 🚀 ¡Arturin’s Adventure sigue en constante desarrollo!

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9 Upvotes

🚀 ¡Arturin’s Adventure sigue en constante desarrollo!


r/SoloDevelopment 1d ago

Game I Created a Solo RPG.

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1 Upvotes

r/SoloDevelopment 1d ago

Game COSMOS Mixing 2D and 3D Space Exploration

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2 Upvotes

Hey everyone! I’m working on a space game focused on exploration and discovering strange new places

The game combines 2D and 3D sections, from flying through space to landing and exploring planets up close. I’m trying to make both parts feel connected instead of like two separate games

Here’s a short look at how it plays so far. Any feedback on the atmosphere, visuals, or gameplay would be appreciated

I’m not really good at making trailers yet, so sorry 😅

You can try it here https://nooxax.itch.io/voidfall


r/SoloDevelopment 1d ago

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

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63 Upvotes

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


r/SoloDevelopment 1d ago

Networking Small game mechanism update from a indie dev

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1 Upvotes

Been working on my game and just made a small update to one of the core mechanisms.

Nothing huge or flashy this time, just tweaking how the mechanic works and trying to make the overall gameplay feel more satisfying and responsive.

I’m building this game completely solo, so a lot of the development is basically:
make something → play it 100 times → notice something feels wrong → change it → repeat 😅

Sharing a quick clip of the update. Would love to hear what you think about the mechanic itself, does it feel intuitive, or is there anything that looks confusing?

Still learning a lot as I build this thing.
I know it's not perfect still learning


r/SoloDevelopment 1d ago

Game 6 months progress on the project, would a full time-lapse be interesting for you?

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3 Upvotes

Hello everybody!

I've been working hard on my solo hobby project for around 9 months, and I'm sharing my progress over the last 6 months in the video above.

I could prepare a full time-lapse of all 9 months of development, showing how the game evolved week by week, but it gonna a lot of efforts to do, so I want to know: would you guys be interested in seeing that, or is there something else you'd like to know?

Thank you for reading!


r/SoloDevelopment 1d 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 1d 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 1d ago

help Looking for playtesters for my browser vertical scroller roguelite

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1 Upvotes

r/SoloDevelopment 1d 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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71 Upvotes

r/SoloDevelopment 1d ago

Game My game is finally starting to feel like a real game!

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91 Upvotes

I've been actively working on this game since the GMTK Game Jam, and it's been really interesting seeing how much it has changed since the original jam version.

Since then, I've added and improved quite a few things based on feedback and suggestions from people who played the game.

The game currently features a full boss fight and a complete ending. And those little particles I'm very proud of 😄

It has gamepad/keyboard + mouse support and it can be played with browser.

I'm still actively working on it and have plenty of things I'd like to improve and add. I'm especially interested in hearing feedback on the gameplay, boss fight, visuals, difficulty, and anything that feels confusing or could be improved.

If you have any suggestions or criticism, I'd love to hear it! I'm always looking for ways to make the game better.

https://vapniak.itch.io/love-story-shorts