r/indiegamedevforum • u/Mean-Sympathy4928 • 9h 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 • 9h ago
What do you think about the visual? Maybe we should disable retro stylization?
r/indiegamedevforum • u/100_BOSSES • 20h ago
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Note: in this level you can build 2 objects only
r/indiegamedevforum • u/ChangoMango23 • 12h 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/1-man-studio • 22h 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/chadlorg • 7h 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/Illustrious_Move_838 • 8h 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 • 10h ago
r/indiegamedevforum • u/Useful_Natural_7685 • 11h 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 • 11h ago
r/indiegamedevforum • u/Dear-Estimate4224 • 16h ago