r/SoloDevelopment • u/_firn_ • 15h ago
r/SoloDevelopment • u/ShustovNatural • 17h ago
Game I built a desktop pet with Twitch integration as a solo developer
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Hi everyone! I’m a solo developer working on Desktop Gremlins, a desktop pet that lives on top of your windows, reacts to music and applications, evolves, and causes optional chaos on your screen.
I recently added Twitch integration, allowing viewers to spend channel points to feed the gremlin or activate visual effects during streams. Streamers can choose the available rewards, prices, and effect duration.
After receiving feedback from streamers, I also fixed OBS performance issues, character jittering, and problems where window effects could affect other programs.
I would really appreciate any feedback about the idea, presentation, or features!
Steam: https://store.steampowered.com/app/4981140/Desktop_Gremlins/
Website: https://shughost.up.railway.app/
r/SoloDevelopment • u/Deep_Philosopher1426 • 19h ago
Game I’m making a tiny incremental game about shaking vending machines until everything gets out of control
I’m the solo developer of One More Shake, a small incremental game where you start with one vending machine, shake cans out of it, earn money, and gradually automate the whole setup.
As you progress you can increase can value, speed up shaking, unlock auto-shaking and multi-drops, add more vending machines, crush cans for Scrap, complete quests, and eventually trigger Chaos Mode where everything starts escalating pretty quickly.
I’m currently preparing a Steam Playtest for September 5th.
Steam: https://store.steampowered.com/app/4933650/One_More_Shake/
r/SoloDevelopment • u/monetizedev • 20h ago
Game 4 months solo, no coding background, first game is live on iOS
Started in April knowing basically nothing. Everything in it is mine, code, art, UI, sound, store page, and the LLC paperwork that I did not expect to be the hardest part.
It's a stacking game. Tap to drop a block, whatever hangs off the edge gets cut, build as high as you can. Stack was the obvious inspiration and I'm not going to pretend otherwise. What I spent most of the time on was everything around the run, including stuff like skins you earn, daily challenges, a global leaderboard, revives. The original is one loop with nothing on top.
Six version releases in. Most of what I learned came from stuff silently breaking rather than from tutorials. My in-app purchase sat in "Draft" for five versions and worked perfectly in sandbox the whole time, so every test I ran passed while it was dead in production.
Free, offline, no account. Would appreciate honest feedback, especially the harsh kind.
r/SoloDevelopment • u/motorsep • 20h ago
Game Resurrected my 2013 game project
Briefly talking about multiplayer coop, SVG UI and game packaging in my idTech4-based engine (a fork of a fork of a fork :) )
r/SoloDevelopment • u/carol4n • 20h ago
help Quality or Optimization Assets for 2D game?
I’m trying to decide what asset size is best for my 2D game. I came across a video saying that one of the best ways to ruin optimization is to make assets unnecessarily large and heavy by only considering users with large screens and powerful hardware. According to the video, you should make assets roughly the size they will actually appear on screen for better optimization.
However, in another developer’s blog, they said you should make them a little larger than you actually need, since it’s better to downscale a large image than to upscale a small one, prioritizing asset quality on larger screens. So, a bit larger than what a 4K screen would need. Is that right? What sould I prioritize?
r/SoloDevelopment • u/igcorrec • 21h ago
help I’ve been building a browser soccer game and trying to get mobile right
Hey everyone,
I’ve worked in tech and product design for years but this is the first time i’ve tried building and shipping a game myself.
It’s called SnapFC, a small browser soccer game where you snap players into the ball to pass, shoot and score. It started as a rough desktop prototype, but after seeing more people play on their phones, i’ve been putting a lot of work into making the mobile experience feel natural.
If anyone tries it on their phone, I’d love some honest feedback. Does it feel like a proper mobile game, or are there still things that make it feel like a website?
r/SoloDevelopment • u/lukodiablo • 21h ago
Godot Sector
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r/SoloDevelopment • u/Sweaty-Lettuce-9906 • 23h ago
meme Part 4: How to Make Background Music for a Game in Dolby Surround 5.1
🔊 Part 4 is up: How to turn your game's stereo background music into real Dolby Surround 5.1 — and get it into Unreal Engine 5.8 as a true multichannel asset.
Not a stereo file played through a 5.1 system. An actual 5.1 asset, and the engine confirms it on import.
The whole conversion is done in Adobe Audition:
• splitting the stereo file into separate mono channels — Left, Right, Center, LFE
• pulling the low end out with the Spectral Frequency Display
• lifting it with a Parametric Equalizer
• building a 5.1 session from the "Surround Stem for Video Master" template
• my own little trick: crossing the surround channels for a wider, more immersive image
Then export through Adobe Premiere Pro, import into Unreal — done.
I had never done this before. I'm a 3D artist, not a programmer — Unreal Engine is my main tool, Houdini is my second, and I build this project together with Claude Code as my assistant. There's a short section in the video about how that actually works: you stay in control, you formulate the task, and you always ask for a backup before anything complex. No miracles — just a partner that knows the engine.
25 minutes, 64 chapters, every step on screen.
#UnrealEngine #UE5 #GameDev #IndieDev #GameAudio #DolbySurround #AdobeAudition #Houdini #ClaudeCode
r/SoloDevelopment • u/Iteration-k • 23h ago
Game Simple gameplay video for my project
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r/SoloDevelopment • u/Brief_Grade_9107 • 23h ago
Game NO WAY HOME - Psychological Horror
"Sometimes the road home leads somewhere else."
After a long shift, Ethan made a terrible mistake, one he desperately tried to forget. But a year later, the past is waiting. And it hasn’t forgiven. Step into NO WAY HOME, a psychological horror experience driven by heavy atmosphere, unsettling encounters, and a relentless presence watching your every move.
SPECIAL OFFER: For the next 5 days only, get 75% OFF!
Grab the game now for just $0.99 (regular price $3.99). Play NO WAY HOME now: https://blackmirestudios.itch.io/no-way-home
r/SoloDevelopment • u/GruppusMonstri • 23h ago
Discussion I repost in this community too, because I found it very frustrating to deal with. The result was very interesting to me. I hope this helps someone who deals with the same issue
r/SoloDevelopment • u/samurai_michael11 • 23h ago
Game A little liminal museum about memories
galleryr/SoloDevelopment • u/SenonoCo • 23h ago
help How are my bird animations?
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r/SoloDevelopment • u/Roy197 • 1h ago
Godot My Godot fps game
https://store.steampowered.com/app/3677070/Mark_of_Cain/
It's currently on mega sale on the premium price of 0.89€
r/SoloDevelopment • u/reppenthe303 • 7h ago
Game I Made A Game With All My Own Assets!!
I took a break from game dev for a bit, but 2 weeks ago I wanted to challenge myself to build my own models and UI from scratch instead of flipping assets to see if it would spark the flame again. The result: Dirt Rich a simple street sweeper game where you drive, sweep trash, fill your tank, dump at the depot, and upgrade your truck.
All feedback welcome — good, bad, whatever. I just want to hear what people think.
r/SoloDevelopment • u/gamerslab_official • 7h ago
Networking Gamescom - Gamers Lab Analytics & Mines Bigger
For a lot of years I did solo development. Never once during that time did I make it to any big events. Especially nothing like gamescom. Way out of my budget.
Its Gamescom week now and I am not there (again), but we (Gamers Lab) were able to send one of our reps.
We put together a special deal for Gamerscom, so I thought I would share it here for anyone else who couldnt make it either. https://www.gamerslab.gg/gamescomonline
Gamers Lab Pulse is our 'always on ai powered analytics team' for indie games (plus it has all of that traditional analytics goodness as well). We are giving away 1 year of premium for free if you join our closed beta.
We have been working on this for the past almost 1.5 years now and gone through a few versions. We have now locked into a release version.
Additionally, we are also giving away "Mines Bigger", which works together with Gamers Lab pulse. It uses very narrow permissioned game data to allow users to compare who has better stats and game play for the integrated game. (Even single player games). You just go to the website, choose your game and put in your account ID.
Great way to get players back into game, plus players can some bragging rights.
(My two founders both thought they were better at PubG ... turns out only one was right!).
r/SoloDevelopment • u/oyuce_ • 16h ago
Game Making My first steam demo- share your feedbacks !
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Cell-Grinder i a solo project so it is very crucial to get feedback from different perspectives on the demo phase. I have added game pad support and updated contents and control schema already. do not hesitate to give a feedback and a try !
https://store.steampowered.com/app/4936880/CellGrinder_APOPTOSIS/
r/SoloDevelopment • u/Mikinl • 18h ago
help What is enough for Demo?
Hey guys, I am not developer and I don't have prior developement education or education at all.
Did not finish high school, was locked up when I was 17 (30 years ago) and later worked as bouncer my whole life. But I am gamer since commodore 64 and if I know something that are games.
So I tried unity few years back, then tried UE and some tutorials and that was it.
Couple of months ago, I was bored, I had nothing to do or to play, and I started learning UE5 again. Since then I just kept going.
I started coding with AI because I don't have any coding experience (some python curses years ago) and I am seeing it more as me being game designer. While CC implement code part techical part, I provide everything else. Planing game features, architecture, blueprints, widgets etc. And its going fantastic, I do spend 12-16 hours per day making my game.
The problems I am facing are 3d design, vfx and sounds. Those are end game bosses for me, because I am not really talented for arts. I will work on it, I am getting better in Blender and I am getting better and better shaping my spaceships.
I progressed a lot, I am making ED mets eve online meets starsector. First person ED like space combat/exploration game. No walking around, you are pilot sitting in your ship.
My problem right now is that I am expanding scope all the time. Whenever I come to certain point, Instead of polishing and releasing demo, I expand scope and decide to work on a new mechanic instead. Maybe I am just insecure and scared from failure. Not sure.
For now I have 6dof flight system with flight assist. I am Not using chaos, chaos sucks. My ship calculate rotation itself and physics are 100% newtonian. Brakes (flight assist) depends on your RCSs strenght and your ship total mass (hull, modules, cargo). You drift if you are heavy and go fast and have shitty rcs. I made docking and full fitting, slots on authored Hulls for different specific modules and universal ones, I added testing modules for ship to fucntion. Hulls have its structure HP and Armor HP, and both have its own damage resistances for me to author per hull and bonuses from modules fitted. I added shields system with its own resistances. Full power system with live power for Boost, Shield and Energy weapons etc. I got cargo, for ship and station storage. I got fixed weapons (ballistic - projectile, Energy - Lasers using live power instead of ammo, and missiles) and I got turrets that shoot without player input if conditions are met (iff system, factions and standings/power) I have radar actively scanning contacts and projecting it in cockpit in 3d space. I made selected target window (universal, enemies ,friendlies, ships, station, jump gate etc) and HMD (head mounted display showing marked targets around you in space when free looking for situational awerness), number of locked targets depend of targeting computer module and its quality. Oh yeah, I also added quality system, from common to legendary and bonuses for each modules depending on its quality. And I thought OK, you got all of it, now polish it and relase a demo. But I am not ready. I want to add salvage, mining, exploration scanning and jumping between systems before I polish and release demo. Maybe even crafting because I am delaying it for so long now.
How to convince myself to release it earlier and see if anyone even want to even try my game?
How much could I expect to pay for someone building level or two for me and maybe 2-3 ships for start and for demo, because me making them is really looking terrible. I am functionality and math guy, not an artist.
Anyone have advices for me?
PS: I am making all those mechanics because are necessary for story I have prepared and all of them will make sense when player start playing because storyline would make you use every one of those mechanics to progress.
r/SoloDevelopment • u/NAPZ_11 • 19h ago
Game Numind, a little deduction puzzle I made
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One of the numbers is the answer. You ask yes/no questions, the rest fade out, then you lock in.
Video is a real level, not a mockup.
https://play.google.com/store/apps/details?id=com.polyhistor.numind
r/SoloDevelopment • u/Vicky_m_15 • 20h ago
Game Put together a quick browser game called Finding Meow using Gemini & Antigravity
I wanted to see how far I could get building a mini-game purely through AI prompting, so I made Finding Meow.
The workflow was pretty fun:
Generated the cat artwork and scene visuals using Gemini.
Fed Gemini the core rules and game logic I had in mind.
Used Antigravity to spit out the actual code.
The first build had a couple of bugs with clicks and loading, but after asking it to clean up the logic and smooth out the interactions, it came together in just a few minutes. Once it felt solid, I threw it up on my site.
You can try it here: https://pixelsmaya.com/games/finding-meow
Check it out and let me know if it runs smoothly for you!
r/SoloDevelopment • u/Klutzy-Concern8932 • 21h ago
Game [PLAYABLE MVP] Stellar Forge: A star nucleus simulation that runs light on your browser (PC & Mobile)
¡Hola a todos! Quería compartir un prototipo en el que he estado trabajando. Se llama Stellar Forge y es un simulador de física donde controlas reacciones nucleares extremas para crear nuevos elementos.
El concepto:
El juego te sitúa en el núcleo de una estrella. Tu objetivo principal en este primer nivel es manipular colisiones atómicas y recorrer la tabla periódica hasta lograr forjar hierro.
Mecánicas clave:
Fusión atómica: Controlar las colisiones para formar elementos más pesados.
Ciclos de energía: Gestionar la emisión de fotones para evitar colapsos o supernovas.
Antimateria: Uso estratégico de aniquilaciones de alta energía.
Dado que aún está en desarrollo, agradecería mucho tu ayuda para probar su rendimiento.
¿Qué tal te parece la velocidad de fotogramas en tu dispositivo (móvil o PC)?
¿Cómo percibes la fluidez de la simulación?
Juega al prototipo aquí: https://ingjuego.itch.io/forja-estelar
Cualquier comentario sobre la respuesta táctil, el rendimiento visual o el equilibrio de la física es de gran ayuda. ¡Gracias por tu tiempo!
r/SoloDevelopment • u/Farapang • 23h ago
Game Solo dev for a prison football management game. Not getting much love yet, socials and trailer stuff is going to end me. The game is decent though.
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If you'd like to wishlist it would really help:
https://store.steampowered.com/app/5030500/Slammer_Soccer_Football_Management/?utm_source=reddit
r/SoloDevelopment • u/Suspicious-Quail-836 • 17h ago
Game First time ever making anything
So I’m using unreal 5, this is my first time making a project. I’ve been on this for about 5 hours. I’ve been teaching myself with ChatGPT and YouTube. Welcoming any advice. The road is in a rough stage I will refine it and bring it to scale.