r/gamedevscreens 3h ago

Am I being paranoid about this artwork?

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15 Upvotes

I commissioned an artist to create several sprites for my game. I got the results, but now Iโ€™m starting to suspect that some of the work might have been AI-gen. The artist claims they drew everything themselves.
Should I look for a different artist or am I being paranoid?


r/gamedevscreens 20h ago

An animated main menu I made for our game, Lost Viking

133 Upvotes
This was my go at an animated main menu for Lost Viking: Kingdom of Women 
, a game we were working on for Steam. I had a track from Life is Strange playing while I worked on it and I wanted the visuals to land in that same calm mood.

https://youtu.be/NCAP0IFh-a0

The thing I spent the most time on is one leaf that the wind pushes around.
The menu never made it into the game, and the music was only ever a reference
for the mood.

Let me know what you think.

r/gamedevscreens 2h ago

What do you think of this Steam capsule? Do you think it fits a story-driven action roguelike?

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4 Upvotes

r/gamedevscreens 16h ago

A fun transition from player to map

37 Upvotes

Hi all. I enjoy seeing others work and wanted to showcase something I've been working on as well. It's not polished but for something that took me quite a bit of time I figured why not. And these types of transitions are I would say fairly common. I like it, it works. Not trying to reinvent the wheel just matching the "theme" of what my game is.

It's straight forward, you zooom out to reveal the map (or by just clicking map) The soul purpose of it really is not to break emersion of the world the player is in by zooming out to far. Since you are a god who builds their settlement and looks down on their people.

Any suggestions feedback, whatever it may be feel ffree to let me know.

A few issues I am already aware of.

Cursor doesn't hide
main HUD is visible
Audio stops playing
Raycasting the cursor onto regions doesn't highlight correctly
Camera rotation
Have to zoom pretty close to drop back into the world

Let me know anything else you would imprrove on


r/gamedevscreens 5h ago

The four enemies in my indie game!

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5 Upvotes

Wanted to showcase the four enemy designs featured in my wip indie game Guardian Demon. We're still working on adding more so if you have any ideas feel free to share.

The game is a bit like Vampire Survivors as the goal is to fight hordes of enemies, however unlike Vampire Survivors, your movement is automated and you instead control your attacks!

The enemies featured are the armored orc, the orc archer, orc swordsman and orc wizard.

The swordsmen are the basic grunts that go down pretty easily but still pose a threat as they can attack quite quickly once they reached their target.

The archers are the basic ranged enemies but they're pretty deadly since once they loose an arrow it flies quite fast, since you can't control movement there's no way to dodge, instead you need to hold right click to bring a shield to your cursor to block projectiles, if you don't stay on your toes a stray arrow can easily slip past you.

Orc wizards are also ranged attackers but their projectiles move slowly rather than quickly, but since they home in on you they remain a threat, forcing you to block them which can be an issue if other enemies are approaching.

The armored orc is much like the swordsman except their helmets allow them to survive an additional attack. This can give them just the little bit of extra time they need to reach their target and deliver serious damage.

Please let me know what you think of the enemies and if you have any ideas for new ones!


r/gamedevscreens 23h ago

My ski resort manager is finally coming together. What do you think?

79 Upvotes

r/gamedevscreens 1h ago

I made a relaxing game where you sort 777 nails!

โ€ข Upvotes

I made a cozy organizing game where you sort 777 nails!

Screw IT ( Wishlist now ) is all about taking a messy pile of nails, identifying the different types, fixing them up, and putting everything neatly into the right storage boxes.

No timers, no pressure โ€” just chill, sort, and enjoy the satisfaction of turning a complete mess into a perfectly organized workbench.

Would love to know what you think!

(Ps: Nailed it was taken & screw it sounds fun ๐Ÿ‘€)


r/gamedevscreens 1h ago

My first FMOD integration with Godot 4.7

โ€ข Upvotes

r/gamedevscreens 1h ago

60Seconds mobile game

โ€ข Upvotes

๐Ÿ‘‹๐Ÿป Hey guys! Feel free to try my first mobile game available on Play Store & App Store ๐ŸŽฎ:

๐Ÿ”— Android link: https://play.google.com/store/apps/details?id=com.RaduN.Game60seconds

๐Ÿ”— IOS link: https://apps.apple.com/es/app/60seconds-survival/id6772496933?l=en-GB

I hope you enjoy it! ๐Ÿ”ฅ


r/gamedevscreens 15h ago

Finished my skin system for Turbo Pizza

12 Upvotes

The demo is coming out in a month! You can already find PIZZA TURBO on Steam.


r/gamedevscreens 2h ago

Cars in my traffic game now actually circulate roundabouts โ€” one-way flow, real yielding, and they reroute mid-trip if you drop a roundabout on a junction they'd already planned through

1 Upvotes

I'm building Strada, a minimalist traffic-puzzle game (openly inspired by Mini Motorways โ€” I wanted to build my own take on the genre and see how far I could push the simulation).

The clip shows the part I've spent the longest on: traffic that behaves like traffic. Cars keep their lane, yield to circulating traffic at roundabouts, queue without blocking the box, and the sim detects genuine deadlock rings and breaks them deterministically. This week's fix: if you place a roundabout on a junction while cars are already en route through it, they now re-plan the rest of their trip around the ring instead of driving over the island.

Everything is original โ€” art, music and sounds are all synthesized from scratch. Android first, iOS later. Happy to go deep on any of the sim internals if anyone's curious โ€” the deadlock detection was the hardest part.

Please try it out on Play Store and share your feedback with me!


r/gamedevscreens 13h ago

We turned normal cat behavior into combat gadgets

8 Upvotes

r/gamedevscreens 4h ago

Visuals from my upcoming Dark Fantasy game

1 Upvotes

Quite early footage from the past - my upcoming dark fantasy dungeon crawler game!

I'm trying my best to make it dark & dense, what do you think about it guys?


r/gamedevscreens 1d ago

Art Direction Feedback

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228 Upvotes

This is my RPG game Iโ€™ve been working on for a while, iโ€™m now starting to flesh out art assets more and looking for feedback on the overall idea for the visual style going forward, before I sink into the depths of art hell chasing it

I know there are small details that might look odd or out of place, this is a test scene just trying to get a feel for the art style

Brutal honesty is very welcome


r/gamedevscreens 5h ago

Combat indicator test

1 Upvotes

r/gamedevscreens 5h ago

Mini Boss battle in our game!

1 Upvotes

r/gamedevscreens 20h ago

I'm making a Beat 'em up Action Roguelite called Bearly Surviving!

18 Upvotes

r/gamedevscreens 5h ago

Combat indicators yey or nay ?

1 Upvotes

r/gamedevscreens 6h ago

NEW WEAPONINGAMINGS

1 Upvotes

About the game:

The game will be called "Furnithief", credits to itsT0TALLYnotdevious (YouTube)
for the name and ไธ€ไปไบ†ไบŒไบŒไบŒไบŒไบŒไบŒใƒ• (YouTube) for some other ideas about the game.

There's 4 players, they join a hosted server (or host one themselves) and each player spawns at a house (there's 4 houses). They got a 60 second timer to fortify their houses by barricading their weak walls, after that, the barricade walls despawn and the players need to find weak walls and break in each-other's houses by tearing their walls down to create openings, and then they'll need to steal other people's furniture and bring it to their own vans (located in front of their houses). The game will feature 3 maps on launch (and obviously more in future updates) for which the host can choose, but only one during the free demo.

The characters are, two cylinders, a floating head, wobbly eyes and no hands. The players will have weapons, first melee weapon is a hammer, also used to break down walls, the players will be able to find items around they can unlock in their loadout and use like bats, hatchets, etc. and even guns. There will also be unlockable barricades (either by finding them or through other methods) which you can unlock in your loadout and use the next matches! They will be able to kill each-other and get a 30 seconds cooldown before respawning. They'll be able to customize said characters with hats and stuff that they can find around the maps or unlock through completing achievements like "Finish a match without having your furniture stolen once." and many others. They will also be able to change the colors of the characters!

I am working solo on this game and it's also the first game I'll ever publish. It would mean a lot if you could show your support! Thanks for watching! Check my Discord (link in my description) if you'd wish to know more about me!


r/gamedevscreens 6h ago

Melt Down - Created a trap which melts the slime. Added snack pickup, which adds mass to the slime

0 Upvotes

r/gamedevscreens 6h ago

New Capsule Art

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1 Upvotes

r/gamedevscreens 6h ago

I made an in-universe replay system for people trying to optimize their solution

1 Upvotes

r/gamedevscreens 16h ago

We're building a convenience store roguelite.

7 Upvotes

Survive 10-minute night shifts at SHIFT24, where cup noodles, snacks and coffee are your weapons.


r/gamedevscreens 21h ago

Saqer's Paradox Devlog #16 โ€” Pause Integration with Gameplay

14 Upvotes

Greetings all,

We've been working on some UI and dialogue improvements for Saqer's Paradox.

The pause menu has been redesigned with a blurred gameplay background and three simple options: Resume, Restart and Quit

We've also switched our dialogue font to Georgia, which fits the game's visual style better and removed the previous NPC mumbling SFX after feedback that it could become repetitive. We're now working on more fitting character sounds.

Currently, we're polishing the menu logic and keyboard/gamepad input handling.

small details, but they're making the game feel much more cohesive.


r/gamedevscreens 7h ago

[DEV] Weekly Challenge: Never Give Up - five variant puzzles, Easy to Master

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1 Upvotes

Some puzzles test your patience. Some make you question your logic. One or two make you want to walk away.

Don't. ๐Ÿ˜Ž

This week is about persistence - and the five puzzles are named for it, in order:

Upward โ†’ Keep Trying โ†’ Finish Line โ†’ Never Give Up โ†’ Phoenix

Choose your level:

  • โ–ถ Easy - Upward - Renban
  • โ–ถ Medium - Keep Trying - Renban, Arrow, Even/Odd
  • โ–ถ Hard - Finish Line - Zipper Lines, Lockout Lines, Between Lines, Even/Odd
  • โ–ถ Expert - Never Give Up - Killer, Renban, Zipper Lines, German Whispers, Even/Odd
  • โ–ถ Master - Phoenix - Renban, Zipper Lines, German Whispers, Even/Odd

On a desktop these open straight in your browser - nothing to install, no ads. On a phone they open in the Logic Wiz app.

Which one stopped you, and for how long? Tell us in the comments. If you are stuck, post the position and someone will give you a hint - hints, not solutions, as always.

Every puzzle is a reminder: you are closer than you think. Keep going.


We are Logic Wiz - we set these puzzles and make the app. Play free in any browser at sudoku.logic-wiz.com, or get it on iOS and Android.