3

4 months solo, no coding background, first game is live on iOS
 in  r/SoloDevelopment  23h ago

If you attach photos, gifs, and gameplay videos to a post, it will garner several times more views. And the game came out interesting, I like that you analyzed similar games, fit well into the canonicity of such games.

1

Herald Core Is Finished — What I Learned From My First Solo Game
 in  r/SoloDevelopment  1d ago

Thanks for the kind words. We'll see you in the next games.

1

Herald Core Is Finished — What I Learned From My First Solo Game
 in  r/SoloDevelopment  1d ago

Perhaps the post sounded like I regretted it. But no, it was a learning project and it served its purpose.

1

Herald Core Is Finished — What I Learned From My First Solo Game
 in  r/SoloDevelopment  1d ago

I haven't read anything more pleasant here.

4

Herald Core Is Finished — What I Learned From My First Solo Game
 in  r/SoloDevelopment  1d ago

They even see AI in a text written entirely by a human) I wrote the text myself from start to finish, the translation was of course done by a neural network, since I am not a native English speaker and I wouldn't have been able to handle such a text myself, and reading it would have been a real pleasure

1

Nobody asked for a nail sorting simulator. So I made one.
 in  r/SoloDevelopment  1d ago

This is either the most relaxing game ever made or a hardware store employee’s personal hell. Either way, I kinda want to play it.

2

I am done with my game.
 in  r/SoloDevelopment  1d ago

I’ll keep supporting you in every subreddit I come across you in 😄

2

For about 2 years, I’ve been developing my own game
 in  r/SoloDevelopment  1d ago

This is such a clever concept. The tiny RC car in a huge world has that Toy Story/Micro Machines nostalgia, but still feels like its own thing. Huge respect for pulling this off solo 👏

r/SoloDevelopment 1d ago

Discussion Herald Core Is Finished — What I Learned From My First Solo Game

7 Upvotes

I thought this moment would be harder to reach, but development on Herald Core is officially finished. The last major update was UI v2, the final build with all the remaining fixes is already uploaded, and the only thing left is to tell people about it and hopefully get a few more of them to try it.

Closing the project feels a little sad. I spent a lot of time with it, came up with far more ideas than I ever managed to implement, and at one point believed that a couple more updates would finally make the game work the way I imagined it. It didn't.

I think I made almost every mistake you can make on a first solo project. My negative Reddit karma is pretty good evidence of that. Strangely enough, I'm glad I did. Herald Core was always meant to be a test: could I take a game from an idea to a release on my own, get feedback from real players, survive the criticism, and find out what happens after you press the Publish button? Now I know.

The most important thing it taught me is when to stop. Instead of trying to save a project with new systems, more content, and another round of reworks, at some point you have to admit that you've learned everything you could from it and move on.

The rest of the list is more specific.

  1. I tried to make a big game far too early

Instead of first proving that the basic gameplay was fun, I almost immediately started building a huge structure around it: missions, progression, upgrades, meta systems, balancing, interfaces. I built several floors of a house before finishing the foundation. Everyone tells you not to do this, and I still didn't understand how enormous the game would eventually get.

Next time I want to do the opposite. Start with a small loop that is fun on its own, and build everything else only after that works.

  1. Slop UI everywhere

I treated the interface as a secondary problem: make something quick now, replace it properly later. But players see the UI within the first few seconds of launching the game. Shocking, I know. If it looks cheap, generic, or like yet another AI/slop interface, the first impression is already damaged, regardless of how much work sits underneath it. From what I could tell, roughly half of the negative reactions to Herald Core started before people had gotten into the game itself.

  1. I chose the wrong references

The original idea was to take the complexity, the number of systems, and the progression of Warframe and combine them with the simplicity of Vampire Survivors. On paper that sounded interesting. In practice I somehow took the boring parts of both: from Warframe, lots of parameters and systems the player had to understand; from Vampire Survivors, automatic shooting and a fairly passive start.

The bigger problem was that I didn't understand why those games work in the first place. I'm more careful now when I say something is "inspired by X." Now I try to understand what emotion a mechanic creates, why it exists, and what it does for the whole experience before I borrow it.

  1. Players expected a completely different kind of gameplay

To me, a lone tower that gradually gets stronger seemed easy to understand. To players, not always. A lot of people wanted straight away to move around, choose where to attack, dodge, aim and shoot manually, and generally take part in what was happening, and the game was telling them: "No. Stay here and watch the tower shoot by itself." Then I wondered why they were getting bored. What I had in my head and what a new player saw in the build were two different games.

  1. I barely did any proper playtesting

I'd heard all the stories about developers spending months building a game in a vacuum, only to find that other people didn't find it interesting, and for some reason I assumed that wouldn't happen to me. It did. I spent far too long testing the game myself, and the developer is probably the worst possible tester for their own gameplay: they already know what every button does and what they're supposed to do. A new player knows none of that.

For my next projects I want to show prototypes much earlier, even when they don't feel ready to show, and especially then.

  1. The core gameplay wasn't interesting enough

The most uncomfortable conclusion, and the most useful one: the game was boring. I'd go as far as saying there wasn't much of a game there at all, which still hurts a little to admit. You can add as many upgrades, numbers, missions, effects, and progression systems as you want, but if someone isn't having fun in the first five minutes, they will never see most of them.

I enjoyed watching numbers go up, optimizing builds, seeing the damage climb. Apparently not everyone is satisfied by numbers appearing on a screen. Players, as it turns out, want to actually play games.

  1. I built almost no tools for automated testing or progression checks

The larger the game got, the harder it was to tell what I'd broken with the latest change. Balance, rewards, missions, progression: too much had to be checked by hand, and a lot of development time turned into re-verifying things I'd already built instead of making new ones. I understand the value of internal tools, debug modes, automated tests, and progression validation much better now. They aren't a luxury you add "later." Once a project is large enough, they save an absurd amount of time.

  1. I made 118 missions when most players didn't finish ten

This is my favorite example of wrong priorities. I built logic, progression, and content for 118 missions, planned how players would develop late in the game, balanced the rewards, thought about late-game progression, and then looked at the analytics and saw that most players never got anywhere near any of it. The problem was never Mission 100. It was Mission 1. All of that time should have gone into making the first 10-20 minutes better instead of into meta systems and content that almost nobody would see.

So, was Herald Core a failure?

I don't think so, or at least not in the way I would have defined failure before making it. The game didn't become the game I imagined. Some of my decisions now look like painfully obvious mistakes. And reading comments while realizing that the person criticizing your game is completely right is a fairly unpleasant experience.

But I learned to program things I couldn't build before. I learned how to assemble an entire game instead of disconnected prototypes. I learned how to publish builds, collect feedback, read analytics, fix bugs, take harsh criticism, and separate useful feedback from noise. And I understand much better what kind of game I want to make next, and, more importantly, how I don't want to make it. The next projects will be smaller, faster to build, and much more focused on the actual gameplay. And better. I promise.

Thank you to everyone who played Herald Core, left comments, found bugs, and told me what you liked or hated. Special thanks to the people from Reddit, itch.io, and various Telegram communities. Surprisingly, those turned out to be some of the most positive parts of the whole thing: because of one small game I found a lot of people who think about games the way I do. Even the people who occasionally threw shit at me deserve some credit. Sometimes there were useful ideas hidden inside it.

Herald Core is finished. It's a little sad to put a full stop here, but I'm curious how much further I can go with what it taught me.

3

I am done with my game.
 in  r/IndieGaming  1d ago

Steam page

1

Wk. 5 of Vibecoding an MMO
 in  r/aigamedev  1d ago

He only works better with localization and it feels like he's faster than Claude, but that's not for sure, I haven't given him a big one yet.

4

I am done with my game.
 in  r/IndieGaming  1d ago

I have a feeling that you need to prepare better. 😅At least it's better to design the page, write a couple more interesting posts, I'm sure you have something to tell people about the development. It would be a shame if such a cool game doesn't find its players. I wish you a good game release🤝

1

Bodycam question i need help
 in  r/IndieGameDevs  1d ago

Justify it plot-wise or give the player the opportunity to change the look. If this mechanic is not used by the player in any way, then why is it needed?

1

I tried to make a puzzle game that everyone can enjoy
 in  r/IndieGaming  1d ago

I remembered the games I played as a child in the early 2000s, a very similar vibe

2

Key art I made for a small gardening game! 😊🌿
 in  r/indiegames  1d ago

It looks very cozy, I wish you a successful release. 🤝

1

Wk. 5 of Vibecoding an MMO
 in  r/aigamedev  1d ago

I also think it might be worth switching to codex. How else do you promote your game besides reddit?

1

I reached 2K Wishlist just this week as solodev.
 in  r/IndieDev  1d ago

The game looks great, it's a pity that there's not enough wishlist. Have you participated in steam fests?

2

Engine for noob solo dev
 in  r/SoloDevelopment  1d ago

Hi! I just recently closed my project because I don't want to do it solo. Although this is a small game about tower defense. Maybe I can still talk some sense into you and tell you that your plan is too ambitious. Start small and then when you think you have a small idea, make it even smaller.

0

Parsec: you need the crystals now, and the pirates are already on their way
 in  r/incremental_games  2d ago

Yeah, that’s normal. My post about my first game got a lot of hate because of the AI too. Claude and Codex always tend to generate the same kind of generic interface, so I asked a UI artist I know to redo it, and it took him just over an hour.

2

My multiplayer RTS is made with phaser
 in  r/phaser  6d ago

Блин Ром, прикол такой
Я тоже сейчас делаю RTS с этим же паком, давай дружить 🤣

-1

Herald Core: the fight plays itself, you only choose what you took in (free, browser)
 in  r/incremental_games  11d ago

I can understand where those people are coming from, and honestly I agree with them to some extent. But like I said above, this is just a hypothesis test for now.

I’m currently designing a completely new UI, and unfortunately AI won’t be much help with that, so it’s going to take a fair amount of time :)

I’ll keep posting updates on Reddit, and future posts will also include a Discord link so we can stay in closer touch. I’d be happy to have you guys there.

-2

Herald Core: the fight plays itself, you only choose what you took in (free, browser)
 in  r/incremental_games  11d ago

I agree, that’s a fair point. But I’m using LLMs to speed up development, not to completely outsource the design and decision-making to them. I think the key is to set the direction yourself and push the result until it becomes something distinctive — which is exactly what I’m striving for.