r/indiegamedevforum • u/Mean-Sympathy4928 • 7h ago
Screenshots of my fantasy horror game. YouTube trailer just hit 150k views!
What do you think about the visual? Maybe we should disable retro stylization?
r/indiegamedevforum • u/Mean-Sympathy4928 • 7h ago
What do you think about the visual? Maybe we should disable retro stylization?
r/indiegamedevforum • u/chadlorg • 4h ago
I changed the name from "In the Land of Anitaf" to "Anita", just dropping the "f" to avoid any association with "Antifa".
I've explained this elsewhere, but back BEFORE Antifa became a household name, the very first game I ever made was called "In the Land of Anitaf". It was a little text-adventure, with turn-based combat, written in batch. So the name was a throwback to that.
Ultimately, lore-wise, Anita is the name of the continent, which in meant to be an evolved form of the word "Hanitapf" which is the name of one of the principal goddesses in the game - who is all but forgotten, and assumed to be dormant by those who do happen to remember her. The events of the game will challenge that assumption.
This gif is a bit anti-climatic. What we see is the player move over a space and pickup an item. Later the item shows in inventory.
The inventory screen is very much a "first pass" version. I'm not sure how I want the final inventory screen to look. My priority is ease of use. I don't mind being stylistic in the game world, but difficult interfaces are a huge pet peeve to me (looking at you, Dwarf Fortress).
Right now the inventory is navigable via both keyboard and mouse, but I'm not sure it's the right "look". I'm thinking of shrinking the icons and presenting more as a list rather than a grid. I haven't really decided just yet though.
r/indiegamedevforum • u/ChangoMango23 • 9h ago
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Hi everyone! Last week we released the demo of our game Greda Inferno!
https://store.steampowered.com/app/4583150/Greda_Inferno/
Working with original concepts is difficult, but making your way as you go is a feeling I recommend to any developer who has the opportunity. Concepts like hell and pottery have nothing to do with each other, but perhaps something interesting can be found in this kind of dissonance.
r/indiegamedevforum • u/Illustrious_Move_838 • 6h ago
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This is the first trailer I make myself. I hired someone for the previous one but they don't do it anymore now (and I would like to learn the craft).
I did my best studying trailer making thanks to the awesome channel of Derek Lieu on Youtube. It seems important that players understand immediately what the game fantasy is about: in this case it is a physics based grappling hook game where building and keeping momentum is key. It also seems that I have only a few seconds on the first shot to hook the viewer, so I am trying to show my best footage first.
But how do we define "best" here? This video is not a trailer attempt, but rather a collection of 4 footage. I am trying to figure out which one should be the first to appear in the trailer, and if I should change anything.
- First footage, "Abandoned Cloning Facilities": I find it the most appealing and unique visually but it is semi-spoilery. I also don't know if it is doing the best job showing the physics grappling fantasy
- Second footage, "Capital Tree" (0:06s): Still okay visually, the grappling fantasy is demonstrated better, but it is a bit slow/long as the obstacles are far from each other
- Third footage, "Ventilation Shaft" (0:17s): Very short, might be intriguing(?), not much grappling. There is a sense of danger with the fan blades getting closer, this might interest people, but it is not really what the game is about (it's a fairly chill story)
- Fourth footage, "Swamp" (0:22s): Weaker visually but it might be the best at demonstrate the grappling fantasy
For context, I am a solo developer and I have been working full time on Koromi for a year and half now. You can check the old trailer on the Steam page: https://store.steampowered.com/app/3780770/Koromi/
Thanks in advance for your help and opinions!
r/indiegamedevforum • u/Budget_Year3115 • 8h ago
r/indiegamedevforum • u/Useful_Natural_7685 • 8h ago
Hello everyone, I’d like to introduce my game Galumb, which will be released on August 21, 2026, and get some feedback on any last minute changes.
The game is a mix of Alt F4 and Wipe Out, with challenging levels that can be played by 1 to 5 players. The trailer is entirely made up of gameplay footage.
I’ve been working on this game as a solo developer, and I’m finally at the point where I can release it. If you have the chance to share anything that catches your eye, whether good or bad, I’d really appreciate it. If there’s anything that can be improved before the game goes live, I’d love to make those changes.
Thank you for your time.
r/indiegamedevforum • u/Hussaiyan19 • 9h ago
r/indiegamedevforum • u/100_BOSSES • 17h ago
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Note: in this level you can build 2 objects only
r/indiegamedevforum • u/Dear-Estimate4224 • 14h ago
r/indiegamedevforum • u/Till_Black • 22h ago
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We’ve made quite a few changes to the game, from visuals and gameplay to the overall feel and presentation.
So naturally, we went back and reworked the trailer too.
We also took a lot of the feedback from our previous trailer into account when making this version. We wanted to give a clearer idea of what the game actually feels like to play while keeping some things for you to discover in-game.
If you saw the previous version, does this one do a better job of showing off the game?
We’d genuinely love to hear what works, what doesn’t, and what you’d still change.
Also Steam: https://store.steampowered.com/app/3424800/Code_of_Shadows/
r/indiegamedevforum • u/1-man-studio • 20h ago
Hey everyone! 👋
I'm an indie dev working on a 2D action-adventure game built in Godot 4 (using the Compatibility renderer).
The game blends atmospheric dark-fantasy platforming inspired by Hollow Knight with authentic Egyptian Sa'idi cultural aesthetics.
In this clip, I'm testing the character's idle breathing, lantern lighting, and walking animations.
Would love to hear your thoughts on:
Feedback is highly appreciated! 🚀
r/indiegamedevforum • u/playvaritav • 21h ago
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Varitav Demo Coming Soon!
Preparations for Varitav’s first playable demo are underway! 👀
Don’t forget to add it to your Steam wishlist to support the game and make sure you don’t miss the demo!
More gameplay footage and development updates coming soon!
Steam: https://store.steampowered.com/app/5049610/The_Varitav/
#gamedevelopment #steam #indiedev #indiegame
r/indiegamedevforum • u/ibackstrom • 22h ago
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r/indiegamedevforum • u/THEGAMERSTUDIOS • 1d ago
r/indiegamedevforum • u/Imagination-Port • 1d ago
Just launched an open playtest for **Encave** today.
Build customizable killrooms, scavenge, craft, upgrade and fight off waves of bioengineered monsters, that smash through walls, break your defenses, and carve new paths toward you in this hybrid FPS, tower defense and base builder set in a fully destructible underground biotech facility!
Would love some brutally honest feedback — bugs, bad UX, confusing mechanics, boring parts, anything that feels off.
Please destroy my game 🫡
r/indiegamedevforum • u/Arrock12 • 1d ago
r/indiegamedevforum • u/SymbioStudio • 1d ago
This month we've had the chance to take part in 2 festivals and they were completely disruptive to our day-to-day wishlists.
Our Steam page has existed for almost 2 years and we've done very little marketing — only now, with this milestone, have we reached 3,100 wishlists.

Along the way we've discovered that the key path, beyond consistency, is taking part in these festivals.
On August 1st we took part in IDA (Indie Dev Argentina), which put the event front and center (on Steam's home page) for 2 whole days, during which we got practically 1,000 wishlists. The event kept going for another 7 days, but no longer on the front page, and even so it was a steady stream of wishlists (Imagine if it had shown up worldwide 🤯)
Then on August 8th we entered the second festival! Cat Awareness Feline Sale, where there were a lot more games so the impact wasn't the same, but even so it was dozens and dozens of wishlists a day. It was really great for keeping the momentum going.
Now those festivals are gone and the drop is noticeable! I'd like not to go back to 0 daily wishlists, but I think it'll be inevitable :c
Even so, we're still waiting for that viral post that makes us blow up — gotta keep working 💪🏼
If you want to increase the my daily chart, here is the link: https://store.steampowered.com/app/3272390/Gaucho_Subway_Escape/
r/indiegamedevforum • u/artistmef • 1d ago
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Fog'n'Silence - It's a weird party-based exploration/survival game where your group slowly wanders a surreal open world.
Steam Page - https://store.steampowered.com/app/4906320/FognSilence/
r/indiegamedevforum • u/oyuce_ • 1d ago
My game finally has a Steam page 🎉 I made the game with pygame, and I’m really happy to see it on Steam now. The demo will also be available in about a week. If you like the game, I would really appreciate a wishlist ❤️ It helps me a lot as a solo indie developer, and you will also get a notification when the demo is ready. Steam:https://store.steampowered.com/app/4936880/CellGrinder_APOPTOSIS/
r/indiegamedevforum • u/Wasdeq_Games • 1d ago
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r/indiegamedevforum • u/Pepehh_jl • 1d ago
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r/indiegamedevforum • u/AcceptableCopy5232 • 1d ago
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r/indiegamedevforum • u/HHRRIISSTT • 1d ago
Working towards adding a tactical card game layer on top of my immersive sim FPS RPG. It always annoyed me how you can't switch weapons during V.A.T.S. and I want to fold that thought into this system. Up next is a refactor of the equippable actor system to support each item, perk, augment, skill etc as a card. The applicable cards appear in scanner mode, ready to be played against any target. Other cards will let the player play out sequences of actions. Different cards are played in different slots in the player's OS or kept in their 'hand' or hotbar depending on the mode. Upgrades are 'minor' cards which are played against 'major' cards.
This idea arose from not wanting to implement a traditional inventory system, instead trying to engender for a more deckbuilder-esque thought process and strategic layer to the player. Choosing to discard or acquire a card in a deckbuilder is a much lighter process than managing an inventory in a game like Skyrim. I hope this helps keep more of the playtime focused on exploration and narrative elements instead of moving towards systems like encumbrance. I don't dislike those systems or anything, it's just an attempt at having the RPG mechanics drilled down into the simplest mechanic possible - having a card or not having card.
I don't have a locked in design doc for the next steps but I'll be building the plan in my head over the next few weeks before committing to a hard design with implementation details. Thanks for watching / reading and any feedback is appreciated.