Indie & Dev World

Jeux indépendants originaux et coulisses du développement.

▲ 4.2k r/IndieGameDevs+2 crossposts

This chicken isn’t sick! What do you think of our animator’s work?

u/TENTAKL1 — 4 hours ago

Lego Batman: Legacy of the Dark Knight has a "Retro Game" batsuit. This suit uses the color palette of Sunsoft's NES game, the first Batman game.

Side note: said game was a tie-in for Batman Returns, and this suit does unlock in the Returns levels.

u/Snackolotl — 4 hours ago

Got rejected by Apple 6 times before they finally let me in. Here's the game I built solo

6 rejections. Months of debugging.

I built Tumblo escape myself- a 3D isometeric puzzle game where you roll a block through 100 handcrafted levels. Lasers, teleporters, enemies, etc.

The App submission process nearly broke me. IAP issues, policy violations I didn't know existed, and a bug that required a literal phone call to their support team to resolve. I almost gave up twice. But now its live! Thank God. Free download on the App Store.

Fair warning though - a few of my friends said pass level 30 its too hard. I disagree. I think they just gave up to early. Every level has a solution. Some take longer to see. But who plays a game because its easy?

If you try i'd love to know where you get stuck! Thanks guys!

u/zRepulsive — 5 hours ago
▲ 37 r/indiegames+1 crossposts

We made a co-op game where you fight toy monsters senseless and stitch their remains to your body

u/SilverStrike82 — 2 hours ago

Using godot but still wanting a career in game industry

Earlier today I saw a post either here or in r/indiedev or something where people were talking about how if you want to get a job in the games industry it doesn’t make sense to do personal projects with godot because no studios use it. Arguments are saying that in an industry this competitive it’s a waste of time to work on projects that aren’t an exact match, even if having a personal project at all helps a little. The obvious conclusion being make games with C# in unity or C++ in unreal.
My issue is that I just greatly prefer godot over unity for ease of use and especially being open source. And unreal is just not the engine for the small scale solo projects I would be working on by myself.
Of course all this was talked about in that post but the thing I’ve been thinking about since reading that is what about my CS degree?? I’m closing out my 3rd year of college where I’ve been using C++ for the majority of assignments and projects, including a class where I am making a VR game in unity and I joined a unity project in the gamedev club at my school.
Is that enough to have a strong resume even if my main personal project work is in godot? I’ve taken part in 3 game jams now so I was planning to use this summer to make a full small game to put on steam as my kinda replacement for an internship. But now I’m worried that that won’t be a good use of time if I use godot. Should I try unity or unreal instead?

reddit.com
u/PatrollerBot — 4 hours ago
▲ 1.2k r/gamedevscreens+2 crossposts

False Echo: A Mini Trailer

I've finally managed to gather some footage and assemble a sort of a mini trailer. It shows part of the core mechanics (message/paper handling, decoding, encoding, verifying, conversations/dialogues) as well as a bit of meta (screenplays, playable areas).

u/AleksejFonGrozni — 9 hours ago
▲ 336 r/SoloDevelopment+1 crossposts

I have been creating a vehicular combat game solo for almost 2 years! I have some development montage videos on the project website, but there is one to get started!

The game is a story driven single player game set in a universe where multiple apocalyptic visions have come true all at once. I have been developing it since spring of 2024, almost exactly 2 years (just a bit over)!
The core loop is that you need to hop from car to car during combat. You also get to capture vehicles and paint and customize them however you wish, but they do get smashed to bits quite quick!

u/JussiPKemppainen — 7 hours ago
▲ 44 r/gamedev

I'm making a game about being a Project Manager, and I've noticed dev subreddits absolutely despise the role. Where does this hate come from?

Hey r/gamedev!

I’m a solo dev currently working on Project Manager SIM on Steam. Naturally, I've been trying to post about my game in various subreddits to get some feedback.

But I've noticed a wild trend: whenever I post in any dev-related subreddit, I get a surprising amount of visceral negativity aimed not at the game itself, but at the concept of the PM role. I get comments like:

  • "You shouldn't joke about this kind of stuff."
  • "Why would you make a game showing how to be a bad boss? (I AM NOT!)"
  • "In the current job market, this actually feels offensive."

It's just a game? It doesn't even lean into heavy, real-world corporate trauma that much. The civilization series allow me to nuke the world! And my game about management, not about torturing people or something...

I do get some genuinely hilarious comments too. Like*"Wow, a horror game where you take on the perspective of the monster, very cool."*

Many people also suggest "interesting" mechanics, like adding a feature to replace half your staff with AI, or an active skill to scream at your boss when he screams at you.

Here is the thing: I actually used to be a project manager in real life. Sure, maybe there are few people out there who hated me, but overall, I always had a great relationship with my team(s). We went through a lot of crunch and chaos, but we always found a way out of tough situations together.

So, my question to you all: where does this baseline, deep-seated hatred for the Project manager role come from in the dev community? Have bad PMs really traumatized that many people, or is it just an internet echo chamber at this point? Am I not allowed to mention my past job in public anymore XD?

No offense, just curious!

reddit.com
u/Old-Butterscotch8711 — 8 hours ago
▲ 340 r/Unity3D

Built an inventory system that auto-adjusts hand placement for any item you pick up

A new inventory + pickup system where every item dynamically adjusts the character’s hand IK based on the item’s grip data. I still need to update the hand poses for each item, but I will leave that for another day. I wanted to see what you guys think of the current system

If you’d like to learn more about my game or see more behind the scenes clips sign up to my email list: https://arachnid.dev

u/Arachnid-dev — 10 hours ago
▲ 3.4k r/creepygaming+10 crossposts

Based on a Nightmare I had

Don't look behind you!

Making this LoFi horror game called 'Project Looking Glass'. You explore dozens of creepy and liminal spaces trying to uncover the mystery of what happened to you. Been using my dreams a lot as inspiration since most of the levels are little vignettes like this. Demo is on Steam if you're interested!

u/MorphLand — 16 hours ago
▲ 65 r/ZeldaLikes+1 crossposts

My Mazestalker Demo just had an update!

I wish I could list all the cool new content, but I was busy just adding basic necessities to the demo that should have all been in there to begin with. That being said, I finally have my engine at a level of quality I enjoy and from now on I'll focus a lot more on content then lame stuff like "saving".
If you want to check out my game Mazesatalker on Steam, it has a demo:
https://store.steampowered.com/app/3218310/

u/carmofin — 6 hours ago
▲ 900 r/gamedevscreens+5 crossposts

Hover question: should the building grow a little?

Hover over a clickable building, its light turns on and it gets an outline. I also tested a slight scale-up on the "Antique Shop" building as an example. The other buildings in the video only get the outline for now.

Would you keep the slight scale-up, remove it, or use some other kind of hover feedback?

u/Background_Cow_6701 — 15 hours ago
▲ 236 r/CitiesSkylines+2 crossposts

How Cities: Skylines uses a stock-market analogy to drive almost everything in the game

I wanted to find out how Cities: Skylines drives the constant motion you see in a growing city - residents looking for jobs, tourists visiting attractions, garbage trucks doing their rounds, even cims looking for love - and I couldn’t find much written up about it. So I decompiled the game and dug in. What I found is that almost every interaction in the game runs through a single, elegant system: a stock-market-style trading market.

---

I wrote this post a few years back, and recently updated it to add detail to areas I thought lacked sufficient explanation.

I found it really interesting to explore how Colossal Order built such a versatile system, I hope it will be an interesting read to anyone involved in game development.

Please let me know if you have any comments or questions! Thanks for reading.

jkm.dev
u/jkmonger — 11 hours ago
▲ 23 r/Unity3D

Do you use UIToolkit for game UI?

I'm currently working at a job and we use UI Toolkit for UI. Everything is so much more bureucratic than using Canvas with a proper UI architecture, it is a complete suffering for animations and I passionately hate it.

I'd use it for editor UI only.

reddit.com
u/GSalmao — 10 hours ago

I tried to create a smooth underwater mining system. How does it feel?

u/Succresco — 6 hours ago

Unity Devs, how do you properly set up GitHub version control for Unity projects? Is Unity Version Control better?

Trying to set up version control for my Unity project. Does GitHub properly track things like component changes, prefabs, scenes, and newly added models/assets? Also, is Unity Technologies Version Control better than GitHub + Git LFS for Unity projects? What do most devs use?

reddit.com
u/Hasan_Abbas_Kazim — 8 hours ago

Do you need to have company to publish game on steam?

So me and my friend are planning to publish game on steam and recently we heard that in order to do that you have to have a firm is this true?

reddit.com
u/Zawartus — 8 hours ago
▲ 34 r/gamereviews+9 crossposts

Looking to Release a Demo June 1st - Really need a last hoard of playtesters to help me find issues before release. Got time to try my game?

Hi Survivors,

I have been posting here for a while now and with my new trailer I would like to ask all of you that can to jump in and playtest my game. I really really need the feedback in any shape or form. I am sure there is a lot that can be better but I need help spotting it. So if you got he time. Please try my game and get back to me with feedback.

Since last time I made a lot of updates including steam deck improvements. Performance improvments. Hardwaredetection. More upgrades, customizable projectiles, mega elites and more, updated UI, narrator tutorial and more :).

I just pushed the newest update.

The playtest is open and no keys are required. It's on Steam just search for Master of Chaos.

Thanks to anyone whoplays the game and gives me some feedback :).

How is the pacing? (5 in difficulty is low for new players)

Is it fun?

What do you miss?

Huge bugs?

What can be improved?

What grass and details level looks best?

Anything else! Any feedback is much needed! Im all alone on this project so after some time it really becomes hard to see the flaws with noone to sparr with.

Also if you got feedback and the new trailer thats also good but the playtest is where I really need the help :).

u/ChaoticPromiseTFA — 11 hours ago