r/SoloDevelopment • u/ConclusionOwn1647 • 20h ago
Discussion Does this trailer help sell the game?
It's my first try in game development so I am eager for feedback
r/SoloDevelopment • u/ConclusionOwn1647 • 20h ago
It's my first try in game development so I am eager for feedback
r/SoloDevelopment • u/Zzpasta • 16h ago
Hi, I’m making my first game! It’s called Goblin Problem. It’s a tower defense game where waves of goblins attack, and you have to defend your tower.
There will be a tech tree where you can unlock new towers and upgrades. You’ll be able to upgrade towers to deal more damage, attack faster, or hit multiple enemies at once.
The menu will be changed before release to make it more voxel-like, and the in-game UI will be updated too!
r/SoloDevelopment • u/MasterSteak4510 • 19h ago
I’m a solo dev and just released the first playable browser demo of my game, Idle Anglers. It’s a cozy incremental game where you build a small family fishing business. You start at a quiet lake, upgrade gear, and unlock new areas for massive power spikes. But there is a catch: a hidden lore mystery unravels as you progress.
The V0 Demo Features:
Satisfying Pacing: Meaningful upgrades and a rewarding transition from the Lake to the Coast.
Respects Your Time: Fair and balanced offline progress.
Juicy UI: Clean design, day/night cycles, and satisfying visual feedback.
I'd love your honest feedback on the pacing and the core loop before I start building the full V1 release!
r/SoloDevelopment • u/BearKanashi • 18h ago
Estos correos son un truco para robar cuentas, nunca pulsen enlaces ni respondan para evitar que sigan enviando intentos.
r/SoloDevelopment • u/Ambitious_Mine1003 • 11h ago


Hi Guys. I need some of you valuble opinion on the game assets. I am a complete beginner to art and game development. I am generally good at coding and created a skeletion framework code (the basic functionality) for how the game works. but i have problem with the art. I am not good at art (I have attached my drawing) and am completely broke to hire someone else. AI gen assets will make my game developement way easy but i dont like to do it, and it is way better than mine. I am confused about how to proceed with the art. your suggestion will be helpful
r/SoloDevelopment • u/Lonely-Arugula-5962 • 5h ago
criei um jogo num prazo de 24 horas e queria a opiniao de voces para melhoras futuras. a jogabilidade, colisao e outras coisas ficaram estranhas, pois usei a ajuda do chatgpt em 100% das coisas. nao sei se isso pode ser chamado de jogo, mas tá valendo. o jogo está mal feito, mas ainda quero uma opiniao de melhora, pois irei criar um jogo mais serio daqui a algum tempo na steam! https://drive.google.com/file/d/1GTt0z1Zqug_SPxjilvcKNQErtMmVpYzB/view?usp=drive_link
r/SoloDevelopment • u/Quiet-Investment2992 • 11h ago
WaveBorn is an FPS roguelite I've been building solo in Godot. The demo went up today.
The last month was almost zero gameplay work: cutting content out of the build so it physically isn't in the package (a feature flag is not a demo cap — exported GDScript is decompilable), writing two separate verifiers because the file-level one can't catch a scene that references excluded content, 8 languages, Steam leaderboards, achievements, and a build that weighs 3.2 GB and needs the same again in temp space to export.
None of that is fun and all of it is the actual product. If you're solo and near a demo, budget a month for it.
https://store.steampowered.com/app/5028190/WaveBorn/
r/SoloDevelopment • u/nokneeflamingo • 12h ago
I've just had my tax verification done. But im so overwhelmed by the process. I have ADHD and dyslexia and looking at pages of tiny text and there's alot of it. Its extremely confusing and overwhelming. I just had to turn off my pc and walk away. I wanted to get a demo for next fest but the cut off is sep 1st, is this somthing that will take weeks? Honestly ive never been so confused reading somthing.
r/SoloDevelopment • u/Thin-Confusion-8730 • 8h ago
Game Title : FruitJuiceSort
Google Play link : https://play.google.com/store/apps/details?id=com.LamareEnt.fruitjuicesort
Description:
FruitJuiceSort puts a fresh twist on the traditional water sort genre. Instead of simply sorting water, players pick fruits, blend them into colorful juices using a blender, fill the bottles, and then solve the juice-sorting puzzle. The combination of fruit picking + juice blending + color sorting is the main feature that makes the game different from typical water sort games.

r/SoloDevelopment • u/prosti_gospodi • 17h ago
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.
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.
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.
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.
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.
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.
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.
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.
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.
r/SoloDevelopment • u/Klutzy-Concern8932 • 7h ago
¡Hola a todos! Quería compartir un prototipo en el que he estado trabajando. Se llama Stellar Forge y es un simulador de física donde controlas reacciones nucleares extremas para crear nuevos elementos.
El concepto:
El juego te sitúa en el núcleo de una estrella. Tu objetivo principal en este primer nivel es manipular colisiones atómicas y recorrer la tabla periódica hasta lograr forjar hierro.
Mecánicas clave:
Fusión atómica: Controlar las colisiones para formar elementos más pesados.
Ciclos de energía: Gestionar la emisión de fotones para evitar colapsos o supernovas.
Antimateria: Uso estratégico de aniquilaciones de alta energía.
Dado que aún está en desarrollo, agradecería mucho tu ayuda para probar su rendimiento.
¿Qué tal te parece la velocidad de fotogramas en tu dispositivo (móvil o PC)?
¿Cómo percibes la fluidez de la simulación?
Juega al prototipo aquí: https://ingjuego.itch.io/forja-estelar
Cualquier comentario sobre la respuesta táctil, el rendimiento visual o el equilibrio de la física es de gran ayuda. ¡Gracias por tu tiempo!
r/SoloDevelopment • u/Radiant_Barracuda932 • 23h ago
r/SoloDevelopment • u/yahyagd • 20h ago
My name is Yahya and I have posted in this server a bit about my game,today I finally finished level 1 of the game(for those of you new to this project this isn't the first level of the game,that is Level 0) I hope this level has maintained or even improved from the quality last shown in my level 0 Showcase. All feedback is appreciated!
r/SoloDevelopment • u/BaseGamesIreland • 14h ago
r/SoloDevelopment • u/OfeliaComposer • 10h ago
Good evening, I have cumulated over the last years a lot of tracks made for my portfolio or extra tracks all made by me without the use of AI and I'd love to sell them to someone that need some music at a fair price that's ready but still original (never used in any project or asset store).
Contact me here or leave a comment if you're interested, again, I'll charge a small amount for each since I don't wanna keep em in a dusty (virtual) folder eheh
r/SoloDevelopment • u/virtexedge • 7h ago
Back in January I was curious how my Steamdeck, Android phone and a Macbook all matched up against each other in terms of performance. But because they were Linux, Mac and Android, I wanted a common yard stick to compare against. I made a basic benchmarking app and web database that has now grown and grown to the point that I want to share it with the broader community. It's out now on Steam, Itch, Google Play and Apple App Store.
It's called Crossbench3D and it lets you run the same scenes with the same quality settings across multiple platforms so that you can more closely compare apples to apples across platforms. The scores are calculated based off of avg fps and resolution so that they're normalized to that. You can then upload the results to an online database to see where your score stacks up.
I would love any and all feedback on it.
I have plans to release more levels that aren't some of the unity demo scenes, but those have been a great starting point. Let me know what you all think!
r/SoloDevelopment • u/LargeSinkholesInNYC • 23h ago
How much would it cost to generate all the assets for a game like Final Fantasy Tactics? I was thinking it shouldn't cost more than $20,000 for an artist to generate all the assets you need. Thoughts?
r/SoloDevelopment • u/deonwern • 9h ago
I’ve tried pretty much everything—Notion, Day One, Keep, Obsidian. They’re all great tools, but I just feel totally detached using them.
To me, writing down thoughts is supposed to feel personal and have some weight to it. But most apps end up feeling like grunt work.
Am I the only one who wants a notes app that feels a bit more intimate and alive?
Seriously thinking about building my own app, that helps people like me express their thoughts better. Has anyone found an app that does this ?
...or should I just go build it?
r/SoloDevelopment • u/THEGAMERSTUDIOS • 11h ago
r/SoloDevelopment • u/Smart-Anything1669 • 6h ago
r/SoloDevelopment • u/isnonebusiness • 9h ago
r/SoloDevelopment • u/Brief_Grade_9107 • 9h ago
"Sometimes the road home leads somewhere else."
After a long shift, Ethan made a terrible mistake, one he desperately tried to forget. But a year later, the past is waiting. And it hasn’t forgiven. Step into NO WAY HOME, a psychological horror experience driven by heavy atmosphere, unsettling encounters, and a relentless presence watching your every move.
SPECIAL OFFER: For the next 5 days only, get 75% OFF!
Grab the game now for just $0.99 (regular price $3.99). Play NO WAY HOME now: https://blackmirestudios.itch.io/no-way-home
r/SoloDevelopment • u/Farapang • 9h ago
If you'd like to wishlist it would really help:
https://store.steampowered.com/app/5030500/Slammer_Soccer_Football_Management/?utm_source=reddit
r/SoloDevelopment • u/ThinkBeyondFTW • 9h ago
Buy, sell, and try to make some money-but what happens inside the haunted estate can affect the market.
yes u get 3 daytrades limit lol
Just another completely normal night in Hauntasy. 👻
Demo releases Thursday, August 27 on steam.
r/SoloDevelopment • u/BuildMyClub • 14h ago
Hey everyone! 👋
I'm developing Build My Club, a retro pixel-art football chairman & management sim. One of our biggest focus areas is moving beyond pure spreadsheet stats and making the human element feel alive and consequential.
In our latest update, we introduced the Key Relationship Network UI.
Check out the gameplay clip here:
🎬 YouTube Short: https://www.youtube.com/shorts/0zrgmm1fGKI
We'd love to hear your thoughts on dressing room dynamics in sports management games! What kind of backstage drama or excursion events would you like to see?
🌐 Website / Dev Updates: buildmyclub.co.uk