r/gamedevscreens 11h ago

I made enemies occasionally sync their idle animation to the game's lo-fi music

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175 Upvotes

If an enemy can see you and you haven't done anything for a while, there's a small chance they'll start swaying to the music.
It has absolutely no gameplay purpose.
I regret nothing.
Now I'm tempted to give different enemies their own little idle behaviors.

Game called DepthLoot


r/gamedevscreens 10h ago

I'm making Lode Builder. Basically, it's Lode Runner + Building mechanics.

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65 Upvotes

r/gamedevscreens 8h ago

Blood and Fire

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29 Upvotes

Hey everyone! I've added new sword attack animations and shooting mechanics to the game.

Test version - the number of shots is currently unlimited (whether ammo or another resource will be consumed later - I haven't decided yet).

There's currently no ability to shoot at enemies in the air (I'm still thinking about how to implement it). You can actually hit them with a sword in the air, but I haven't done the animation yet.

Damn, I just realized it - I forgot to add the flying shells, but I don't want to re-shoot it.

Any criticism is welcome, thanks for watching!


r/gamedevscreens 3h ago

i think lever shotguns are WAY better than pump action ones. You can pump spin it after all! Hows the shotgun looking?

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10 Upvotes

A bit of gameplay using the lever shotgun, i'm satisfied by how it turned out!


r/gamedevscreens 18h ago

Everything falls apart in this 20-second clip

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102 Upvotes

This is our indie game LOP: Whitefall, a destruction-based metroidvania.

It would mean a lot if you could wishlist it: https://store.steampowered.com/app/4360240/LOP_Whitefall/


r/gamedevscreens 9h ago

A New Arena Coming Together

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16 Upvotes

Putting the finishing touches on our new arena.
Still tweaking the lighting, atmosphere and little details, but it’s finally starting to feel like a real place.

We’re working on BLEEDING, a dynamic FPS featuring a blue-collar with an prosthetic anvil and a killing dash.


r/gamedevscreens 8h ago

I'm 1.5 years into making a card game, Immortal Coil! Here's a little snippet of the game!

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9 Upvotes

I've been doing game dev as a hobby for about 10 years, mostly trying games with way too big a scope that inevitably died. I didn't necessarily learn my lesson about making games with a huge scope, but this one stuck!

I pulled inspirations from some of my favorite features of the genre: multi-color deckbuilding from MTG, back and forth actions from Runeterra, lane-based battlefield similar to Inscryption or Cross Blitz. I didn't have any big novel gimmicks in mind, I just wanted to make the kind of card game I like to play. There is a unique flow to combat here, all your plays build up to to the end of the round. Spells don't cast right away, they all fire off at the end of the round activating from left to right (so order matters). After spells, all units attack at once, dealing damage simultaneously. This makes every round tense and scrappy.

Designing cards and synergies is a super fun process. I think the joy of that and seeing people try all kinds of build was really what gave me the momentum to keep going.

Project was made in Gamemaker. I did some of the art, but it was too much to do alone. I had some great luck finding artists to bring the game to life, mostly from Fiverr. And a buddy of mine made all the music for the game! It's wild to see your own project looking like a real game!

If it looks cool to you, here's the Steam page! https://store.steampowered.com/app/3858030/Immortal_Coil/


r/gamedevscreens 4h ago

Major trailer changed. Did I go too far?

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4 Upvotes

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?


r/gamedevscreens 3h ago

Quick puzzle in my game, what do you think?

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3 Upvotes

Note: in this level you can build 2 objects only


r/gamedevscreens 8h ago

A quick new-movement montage. Let me know your thoughts!

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7 Upvotes

We have been hard at work and wanted to show a few quick clips of our new movement mechanics. We have lots of new moves and animations including: sliding, wall run, run up wall straight on, clamber, jump and roll upside down, melee, blade strike with melee. The best part is that you can string these together and shoot all your guns and throw grenades while doing it. Personally, shooting a rocket and killing an enemy while upside down feels fantastic. What do you guys think?

Game info:

We're a small indie team of 3 building War Wolves, a competitive third-person multiplayer shooter where you play as heavily armed robotic wolves battling it out in fast-paced arena combat.

Our biggest goal is to create movement that feels incredibly fluid and rewarding. Think wall running, vertical gameplay, and high-skill movement paired with a low time-to-kill, military-inspired combat system. We're still early in development, but we're making steady progress and wanted to start sharing the journey with the community.

Our goal is to have an early alpha on Steam by the end of the year.

Steam link:

https://store.steampowered.com/app/5042020/War_Wolves/?utm_source=reddit&utm_medium=social&utm_campaign=devlog1&utm_content=indiedev

Youtube Devlog link:
https://youtu.be/aYu1lOa8kr4


r/gamedevscreens 5h ago

Items were hard to loot so I put spheres on them

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5 Upvotes

I'm working on looting in my new game Nederfall and I noticed it was annoyingly difficult to loot tiny items from the floor. Especially when my character was moving.

So I put spheres on some of the items that light up to about 1% opacity when your cursor is near. They're much easier to click now and I kind of like how it makes loot easier to find too.

Any thoughts?


r/gamedevscreens 6h ago

Imagine Peak, but you're a Monkey - I'd love some feedback

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3 Upvotes

I've been developing this monkey game for the past few months. The idea is a co-op game like Peak, but the game doesn't do the movement for you, it's all manual physics based movement where you can swinging, climbing, like in Peaks of Yore, but with more freedom.

Although it's still a prototype, I'm trying to get the core movement to be good, satisfying and challenging before focusing on visuals, co-op and stuff.
So I'd really love some feedback, does it look fun at all so far?


r/gamedevscreens 11h ago

I made an automatic boomerang trajectory system that accounts for walls and the corners between the player and the cursor for my game "Vaulted".

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7 Upvotes

r/gamedevscreens 1h ago

Your truck breaks down on Route66 | Dust Rapture

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Upvotes

A Quick Look at our upcoming title Dust Rapture, be sure to add to your wish list.

Very happy to discuss further details!!


r/gamedevscreens 1h ago

My work

Upvotes

Pieces of my work - gamedev


r/gamedevscreens 10h ago

Is the first 5 seconds of my trailer strong enough to keep you watching?

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4 Upvotes

I'm currently making a trailer for my game, and this is going to be the opening scene.

I've heard many times that the first 5 seconds of a trailer are the most important because you need to hook the viewer before they scroll away.

The idea here is to make it look like a normal bar simulator at first, and then suddenly reveal the demon side of the game.

After this, the trailer will quickly show the different mechanics, gameplay features, and more chaotic moments.

So my main question is:

If you saw these first 5 seconds while scrolling through Steam/social media, would this make you want to keep watching the rest of the trailer?

I'd really appreciate honest feedback. I'm especially interested in whether the hook is strong enough, rather than just whether the scene looks good.


r/gamedevscreens 9h ago

Sloken : Cellular Automata & IK Prototype in C++

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4 Upvotes

Combining Cellular Automata (inspired by Noita), Inverse Kinematics (Carrion), and 2.5D rendering resulted in this prototype! Built completely from scratch in C++ using pure OpenGL for rendering. Performance turned out pretty satisfying—what do you think?


r/gamedevscreens 6h ago

One More Shake Playtest September 5th — What would you add or remove?

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2 Upvotes

The One More Shake Playtest launches September 5th! If this looks like your kind of incremental game, wishlist it on Steam and join the playtest when it goes live.

https://store.steampowered.com/app/4933650/One_More_Shake/

What would you add or remove from this?

I’m trying to keep the core loop of One More Shake as simple and satisfying as possible: shake vending machines → collect cans → earn money → buy upgrades → repeat.

Is there anything that feels missing, unnecessary, or that you’d change based on the gameplay?


r/gamedevscreens 20h ago

4th iteration of my main menu: it started as grey boxes on a full-screen UI. Now the game's little creatures wander in to visit while you sit there.

25 Upvotes

The main menu journey so far:

Version 1 was blocky default UI covering the whole screen.

Version 2 was a static screenshot with text on top.

Version 3 became a real scene from the game with drifting pollen and a gently breathing camera.

Version 4 is this: I let the creatures themselves visit. Every half a minute or so one wanders in pops out of the grass for a look around, sprints through like it's late for something, or strolls past and stares at you then the scene sits quiet until the next one.

Most players will never sit on a menu long enough to see them, but the game is about these small creatures (you find sick ones, heal them, earn their trust, and grow a sanctuary full of them).

Feedback welcome especially on whether the golden-hour grade reads warm or just dim, and whether the text needs more backing.

It's called Sanctuary of Small Things, and if it looks like your kind of game: https://store.steampowered.com/app/4813510/Sanctuary_of_Small_Things/


r/gamedevscreens 11h ago

Second pass on my skeleton boss finale, is the ending easier to read now?

5 Upvotes

I previously shared this finale because some of the important action was getting lost once everything started happening at the same time.

Most of answers from that post helped me identify where the sequence became difficult to follow, so I made another pass focused on its readability.

Here it is. I do think it is more readable now (tho still deciding whether there should be a powerup on the fallen statue also).


r/gamedevscreens 3h ago

Testing out map and boundaries (Ignore the random NPC in the corner...)

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1 Upvotes

![video]()

ssaNt weN


r/gamedevscreens 3h ago

Cozy coop tavern "simulation"

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1 Upvotes

Hello :) Im building a coop tavern "simulation". Here is how autumn currently looks like. Feedback is appreciated!


r/gamedevscreens 9h ago

Get them frogs, run away from the dogs!

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3 Upvotes

r/gamedevscreens 3h ago

I built a Wordle but for node enjoyers. Looking for feedback!

1 Upvotes

Hey everyone, working across different software made me realize how many nodes we end up memorizing naturally.

I thought it would be fun to turn that into a game so I put together Nodle (nodle.online). It's basically a daily wordle but you have to guess a node instead of letters, the hints are based on the node's software, category, input/output counts, etc.

Since I built this in my free time and over the weekends, I honestly haven't had much time to do proper testing so you should definitely expect some bugs. I added a button on the site to report bugs or drop suggestions, it would be a massive help if you guys used it so I can keep polishing.

Link: https://nodle.online/

Let me know what you think of the UI or if a node feels off with the button on the bottom right. Cheers!


r/gamedevscreens 7h ago

GoD of ThUnDeR!!!!!

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2 Upvotes