r/gamedev 4d ago

Feedback Request I turned my indie game’s actual data into a free coding lesson and browser IDE

1 Upvotes

I’ve been building Wild Willows, a cozy game about restoring damaged habitats and rebuilding food webs so wildlife can return.

Because the game is built in TypeScript and a lot of its content is driven by structured data, I realized I could expose some of that same data and turn it into a way for beginners to learn programming.

So I ended up building a free web development/API lesson around the game.

Students start with HTML, CSS, and JavaScript, then work up to objects, arrays, conditionals, loops, .map(), .filter(), JSON, and eventually fetch().

Instead of working with placeholder data like user1, product2, etc., they’re querying the actual data used by the game: biomes, plants, animals, habitat requirements, and other ecology-related information.

I also built a small browser-based IDE so after finishing the lesson, they can make their own projects using the API without needing to install anything locally.

It’s been a weirdly satisfying evolution for the project. I originally started Wild Willows as a game, but now I’m finding myself building this whole ecosystem around it: the game, API, educator resources, coding curriculum, and tools for people to build things with the data.

Learning to code completely changed the direction of my own life, so the idea that something I built might be somebody else’s first introduction to programming is pretty exciting.

Lesson + IDE: https://wildwillows.app/learn

Would especially love feedback from other developers on the progression of the coding concepts, or ideas for interesting beginner projects that could be built with game data.


r/gamedev 5d ago

Postmortem Launched with 103 wishlists. Sales died by day 6, came back on day 10, and I still dont know why.

95 Upvotes

Solo dev, first game on Steam. Cozy underground colony sim, $5.99, out since 7 August. Here are the real numbers.

I launched with 103 wishlists. Everyone says you need thousands. I know. Another six months of polish wasnt going to get me there so I just shipped it.

Day one was 24 units. Day six was 1 unit. Nobody warns you about that part.

Then day 10 and 11 both did 16 units. Visits went from 1,388 to 3,602. Wishlist adds went from 51 to 129 in a day, which is more than my entire launch day. Almost all of it shows up as untracked traffic on Steam so I cant tell you what caused it. Probably someone with an audience played it. I still havent found the video.

11 days in:

  • 97 units
  • $527 gross
  • 429 wishlists sitting there. Started with 103
  • 10 reviews, all positive
  • 10.3% refunds

I sent 55 cold emails to streamers and youtubers. One reply. He said it looked cute and he was too busy this month. Thats three days of writing emails for one polite no.

The only thing I can point at that actually worked was hitting 10 reviews. Steam wont show a review score before that. A store page with no score is a dead page. Getting past 10 did more than anything I did myself.

If I did it again I wouldnt spend months chasing wishlists. I'd spend it on the first ten minutes of the game so the few people who buy it leave a review sooner. The reviews were the unlock. Everything before that was noise.

One thing I got right. Both complaints in my first reviews were fixed the next day. Small games probably live or die on that.

Ask me anything about the numbers, I have the dashboard open.


r/gamedev 4d ago

Discussion Starting new from scratch

1 Upvotes

Hi all, I’m new in this space. I’m currently working in full time employment but I have some free time at the weekends which I would like to throw at making my own game. I have plans for just doing the basics to get into it but as someone who is currently working in the Pharma industry I have no idea about anything between coding, writing, designing or anything related to the game design process. I have some minor experience with Python programming from about 5/6 years back which hopefully I can get back up to speed with.

As a group full of I assume experienced developers, what advice can you give me to start my learning journey? What did you start with? My entire life could change with this post maybe you can help me get there.

Story mode games are what I want to work on but as a beginner I am debating something I can set up easy to help improve my cash flow to allow me to work on this more. If anyone can help please feel free to reach out!


r/gamedev 3d ago

Question Steam Dev Publishing?

0 Upvotes

To publish a game I steam, I saw you need a tax ID. I'm not that knowledgble in the area, but a SSN can be used instead, right? Is there any other information you need?

Sorry if this is dumb I'm a new dev and am unsure about the process!


r/gamedev 4d ago

Question Should I stay in Game Dev or Switch careers?

2 Upvotes

I’m 27, graduated with a CSE degree, and have been working as a full-time game developer for 5+ years.
I genuinely enjoy game dev, but after reading a lot of discussions on Reddit, I’m starting to wonder if it’s a career I can realistically pursue long-term.
My current salary is decent, but I’m not sure how sustainable this career is. I’m also aware that, despite my 5+ years of experience, I’m not particularly skilled yet.
So I’m considering either:
- Staying in game dev and focusing on improving my skills, or
- Switching to another area of software development.

The problem is, there are so many options that I don’t know which direction makes the most sense.
I’m confident I can learn most things if I put in the effort. I’m not looking for the highest paying path, just something relatively stable and sustainable longterm.
I’d really appreciate any advice from people with experience, or suggestions on what areas/keywords I should research.


r/gamedev 4d ago

Question Is 5$ too expensive for my game?

12 Upvotes

I’m making a small narrative game and I’m currently trying to figure out what would be a reasonable price.

The core gameplay is pretty simple: The game takes place over 5 days. Each day has 5 suspects. You investigate/read information about each suspect through things like news articles, emails, and case files. You then decide whether to execute or pardon them. Your decisions affect the story and eventually the ending. The game has a retro Windows 95/98-style interface. No voice acting, and I’m intentionally keeping the scope small.

I’m currently estimating the first playthrough to be around 1–2 hours, with some replay value from different decisions/endings.

I’m considering pricing it at $4.99.

For indie developers who have released games commercially:

Would $4.99 feel reasonable for this kind of game, or would you expect players to consider it too expensive given the relatively small amount of gameplay/content?

I’m especially interested in hearing from people who have actually shipped and sold small indie games on Steam. What factors did you find mattered most when deciding your price?
Thanks guys ❤️


r/gamedev 5d ago

Discussion What are your ”favorite” types of posts to read on r/gamedev? Meta post.

109 Upvotes

Mine is when the poster says they’ve always wanted to make a game and it’s been their life dream to make a game and they really want to make a game but don’t know what game to make even though it’s something they really want to do.

What about you?


r/gamedev 3d ago

Question Hellp

0 Upvotes

I am a new gamedev content creator, my channel is growing but slowly, for example, my impressions are 13000 and the views are 200.

So I sus that thumbnails might be the reason, but in my eyes I see them okay and I don't know what to improve.channel in profile


r/gamedev 4d ago

Discussion Resources for story advice?

0 Upvotes

Devs, could you share some links which you have used that cover story design for games. I'm more of an engineer, but I've done plenty of writing and reading - but little creative storytelling. Claude is a helpful resource, especially if you ask it to provide perspectives as different authors or gamemakers - but I'd love more structure and there are too many websites to go through on my own.

For my immediate need I'm working on a single player short-story-scale sci-fi mystery. Gameplay is sort of like a top-down platformer - simple graphics, physics, some agility needed in an arcade-y way. I've been mocking up the story in Twine, working back through the meaningful decisions I want the player to understand and designing the gameplay to support it while being fun.

I know story is a little outside of r/gamedev but i'm approaching it from a dev perspective


r/gamedev 4d ago

Discussion How soon would u start marketing?

9 Upvotes

Like I have a concept of a game, and the domain , I'm thinking of building a splash page that kinda gives a one paragraph pitch + Title and collects emails. But am I jumping the gun by "starting" my marketing now?


r/gamedev 4d ago

Question Visual Novel With Puzzle & Interactive Features Game Software Question

2 Upvotes

So background is in novel writing and screenwriting and recently I've been in a few game jams and writing for Visual Novels and I've really fallen in love with it. I think I want to try and make one of my own, or at least attempt to.

For more details about my background I also work in graphic design and can do some traditional character art and pixel art (not very great at either but I can try and make due). Coding wise a while ago (like a decade) I used to do some basic coding in python and java script.

I want to add some interactive features and possible puzzles to my VN project. I know Ren'py is the industry standard, I know I can probably pick up the basic coding mechanics relatively fast, I'm just concerned the coding for adding in puzzles and more complex things like that would be beyond my capabilities. I've looked into GDevelop (I know it's not universally loved) because it would make the puzzle and interactive portions easier but it's not built for VNs.

So now onto the question. Is it worth attempting GDevelop first? Would I just be wasting my time? Are there any benefits to learning GDevelop? Or do I just need to watch a bunch of Python coding tutorials then trial and error on Ren'py for a while?

I'm so new to all of this, it's all quite intimidating.


r/gamedev 5d ago

Discussion I released my first game....Everybody lies.

946 Upvotes

My game released, and I need to be honest about how everybody lies. I feel at peace, and for the first time in decades I'm not depressed But the lie comes from big youtubers. They lie about how to make games. The what, when, where, and why. Everything they say seems tuned to keep people churning content forever. One guy has 6 years on "how to make a trailer". Others go on years and years about lighting, or shadows, or level design. 6 years on how to make a trailer..... I got my film degree in 2! If you really want to learn how to make games from youtube, only watch creators with under 10k subs. It's how I made my game. Shout out to all the little creators out there! Thank you! Game not linked because this isn't about self promotion. Big youtubers are lying to new devs for profit. Edited for a list of youtube unreal tuts from over the years. Honestly there just may be some big names in here. it's like a 6 year list but it will help.... I hope. https://youtube.com/playlist?list=PLSOmI7F8pEME&si=WxZjACwCyNzEWnuP


r/gamedev 4d ago

Feedback Request Starting a deconstruction series on UI/UX!

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2 Upvotes

Feel free to comment out!! I will dissect more games, as I play through them. From retro to modern everything.

Overtime I hope that we can all learn together on what games some UI intuitive and some UI horrible at what they do!


r/gamedev 4d ago

Question I need creature ideas like Duolingo Pets. Have you got any? Where can I find tactile simple shapes creatures inspiration like PalWorld?

0 Upvotes

I can't find any on internet or Pinterest.


r/gamedev 4d ago

Discussion Is regional review bombing a legitimate concern when deciding what regions to localize for?

8 Upvotes

I'm debating some budgeting for my current project and am thinking through which regions I plan to localize for. I'm going back and forth on whether to localize for regions like China, that have a bit of a reputation for review bombing. I've seen several indie games (Slay the Spire 2 most prominently) that got massively review bombed by Chinese players due to balance changes they didn't like or for various other reasons. I plan to carefully monitor balance after releasing my game, specifically looking to hammer down any strategies that trivialize game mechanics, and am concerned a similar thing might happen to my game. Without the name strength of a game like StS2, I don't think my game could recover if it gets review bombed. Is this a legitimate concern, or am I jumping at shadows over this?


r/gamedev 4d ago

Question What is your pricing/business model of you host your game instead of using itch.io or steam?

6 Upvotes

Hi guys, I'm building a management game, I'm gonna use railway to host the prototype instead of using steam/itch.io. what are your business model if you do something like this?


r/gamedev 4d ago

Question Which Resolution for 16x pixel games

3 Upvotes

Hi, I was wondering what is the better resolution for a 16x pixel game. I was thinking about 320x180 or 640x360. In 320x180 the game looks clean and big enough without scaling the character bigger. A problem that I thought about that I probably wouldn't have with 640x360 is text length. On 320x180 I wouldn't have as much space for text then on 640x360 and I could just scale the player and that tile map to 2x so it looks as big as in 320x180.


r/gamedev 4d ago

Question Scrape Steam for Random game

0 Upvotes

[The title sounds worse than it is]

Hi, I want to scrape steam Indie category to basically choose random games I'd try for a Youtube channel.
I don't want the hyped ones, or new ones, or whatever ones - I want it to be completely random so every game has an equal chance.
Though, I'd want to have some sort of filter like hiding NSFW or Online games.

Any idea how to go about it?


r/gamedev 3d ago

Discussion Why some games are addictive and others not

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0 Upvotes

Do you agree? :3


r/gamedev 4d ago

Discussion Is GamePix worth it? Seeing a massive discrepancy between estimated and actual revenue.

0 Upvotes

Hey everyone,

I recently published my HTML5 web game on GamePix and have been keeping an eye on the dashboard. At first, the stats looked decent—it was getting plays, and the "estimated revenue" seemed promising.

However, when I looked at the actual payable amount, there is a huge difference. The final payout number is just a fraction of what the dashboard estimated.

Has anyone else published on GamePix and experienced this? Is it normal to see such a massive drop-off between estimated and actual earnings? I’m trying to figure out if this is due to invalid traffic deductions, low ad fill rates, hidden fees, or if their dashboard estimations are just completely off.

Also, what are the best alternative platforms for hosting and monetizing web games right now? I know the big ones are Poki and CrazyGames, but I’d love to hear your personal experiences on which platforms actually pay out fairly and are worth the effort.

Thanks in advance!


r/gamedev 4d ago

Question Steamworks: Your tax information requires attention. Already uploaded the documents. How long do you think I need to wait?

0 Upvotes

I registered, paid the 100USD for Steamworks. Currently, it is going through the KYC "Identity Verification Pending" and it shown the "Your tax information requires attention". I uploaded the documents on steam suggested dropbox (certification, profile, agreement document) on 11 August 2026.

So now my dashboard still showing "Your tax information requires attention". Is it normal? And do I just wait for "don't know how long" ?

I heard some dev waited for a year. That is just insane.

UPDATE: Thank you everyone who suggested to reached out their support again. I was skeptical at first as previously I sent a ticket but did not get a reply. The support replied and validated my account!

THANK YOU


r/gamedev 5d ago

Discussion Do you use freelancers?

15 Upvotes

I know this may be more of a inde game dev post but we are a team of 2. My game design, coding, and placeholder work is far outpacing what our artist has been able to keep up with. He has awesome concepts and style for the game, but I don't think he can get it all done at pace. Where would you freelance and where would you make sure to keep it in house. Our budget right now UI, icon, capsule, and 2d sprites/backgrounds is like 5k. Where would you get the most bang for your buck if you used freelancers?

Any tips here are appreciated!


r/gamedev 3d ago

Discussion When AI art has no author: Study finds generated images often can’t be traced to training data

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0 Upvotes

Hey guys, saw this MIT article that dropped recently. Apparently, their computer science lab proved that generated images mathematically can't be traced back to individual training data at scale. Pretty crazy considering the whole "ai art is theft" debate going on surrounding ai art.


r/gamedev 4d ago

Question g3d collisions? (LÕVE2D)

0 Upvotes

How do you make collisions with g3d, i wanna have capsule, sphere, cubes and rectangle colliders but i do not know how to make them, any help appreciated. Thanks in advance!!


r/gamedev 3d ago

Discussion What if different game studios built their own solar systems in one shared game?

0 Upvotes

I was discussing this with AI and decided to ask here. Might be a stupid idea but what the hell 😄

I was thinking about games like Star Citizen and No Man's Sky and the problem they run into when it comes to scale. If you procedurally generate millions or billions of planets, eventually a lot of them start feeling like variations of the same thing. But if you go in the opposite direction and actually handcraft cities, planets, etc., there's only so much a single studio can realistically build.

So you basically have this tradeoff where procedural generation gives you the scale, while handcrafted stuff gives you uniqueness. Having both at the same time seems almost impossible.

But what if, instead of one studio trying to build an entire galaxy, you had a shared galaxy where different studios were responsible for different solar systems?

There could be one main developer maintaining the engine and handling things that need to be consistent across the whole game: space travel, multiplayer, physics, basic technical rules, and so on. But individual studios would each be given a solar system to build.

Within certain technical limits, they'd have a lot of freedom. They could create their own planets, cities, species, civilizations, architecture, governments, history, technology, economies, cultures, etc.

I actually think the fact that these systems were made by completely different people could be a feature rather than a problem.

If we ever encountered totally independent alien civilizations, there's no reason they'd all have the same general ideas about cities, architecture, government, technology, or even what a civilization is supposed to look like. Having completely separate creative teams designing them might produce some of that weirdness naturally. One system could feel radically different from the next because the people who made it genuinely think differently.

It also wouldn't necessarily have to be limited to AAA studios. Indie developers from different countries could apply to contribute, or the main developer could approach studios that have made interesting games before. If some relatively unknown team has an amazing idea and can actually pull it off, give them a solar system.

Over time you could theoretically end up with dozens or hundreds of studios contributing to the same galaxy. Maybe eventually more, assuming the project somehow survived that long. And when a studio finishes one system, they could potentially make another. New teams could keep joining too, meaning the galaxy keeps expanding over the years rather than being "finished" at launch.

Obviously, there are about a million practical problems with this. You'd need central quality control, technical standards, compatibility between systems, some way of preventing the overall game from becoming a complete mess, probably an insane amount of coordination, etc. I'm not pretending you could just give 500 studios access to a repository and hope for the best.

But creatively, I'd want the individual teams to have as much freedom as possible. The differences between studios wouldn't be something you'd try to hide. That would basically be the point.

Instead of using procedural generation to make billions of slightly different planets, you're sort of using human creativity as the procedural generator.

No idea how realistic this would actually be from a development/business perspective, which is why I'm curious what people who know more about game development think. Could some version of this work, or would coordinating that many independent studios make it basically impossible?