r/IndieGameDevs

This AI startup envisions '100 million new people' making videogames
pcgamer.comA day in a trucker's life… Traffic was tough! 🚛💨 Keep your trailer intact. Don’t get hit.
Showcasing the tier 3 vehicle in my game, Cargo, Please!, and the trailer system.
Working on a close up camera for my roguelite action game
I added some quick camera cuts to our Super Robot Survivors game to really emphasise key moments like destroying a major boss or activating a robot arm. It feels nice and doesn't intrude on the game flow.
Hola, quería mostrarles el juego que estoy haciendo, que les parece?

New Characters
If you’re familiar with Japanese history, you probably know who they are. 🤔🧐
By the way, which one do you prefer—A or B?😌
~~Samurai Beat Demons~~
Immortality, Overpopulation, Chaos. Plobania 47/B New Trailer Just Dropped!
Been working on this trailer for a while and I think this one even better than the last.
Curious to see what you think of Plobania 47/B!
Interest in RG8 sprite sheets and tiles (memory savings+)
I'm working on a tool for a personal game dev project that I've debated fleshing out into a more robust tool for the Asset Store, but I'm trying to see if there's much interest in such a thing. I'd appreciate feedback.
I'm creating a pixel art-based cozy RPG (think Stardew with heavier RPG mechanics). One of the challenges I've iterated through was tile changes for seasons and for... "events" (things that might occur that can drastically change the way the world actually looks).
TL;DR up front - basically you can use your existing texture sheets (PNGs), or a project file from Aseprite, Pyxel Edit, or Photoshop (even layered files) and generate a single RG8 _Index file and RG8 _PaletteAtlas file (both combined are far smaller than even a single texture sheet in full color). The _PaletteAtlas allows you to create multiple variants based on a mask for each biome or group of tiles you might have.
The end result is a much smaller memory footprint (both for game assets and in-memory), batching allowances across variants, and a single set of tiles regardless of the number of variants (I currently have five biomes and seven variants for each, all packed into a single index/atlas pair), with per-material or even per-material block variant settings, saving a bit over 80% of needed memory space (great for mobile, though that isn't my target).
I'll add a comment below with some additional details. Is anyone interested in this? Aside from the much smaller memory footprint, you gain easier control over variants, the ability to batch variants (because they're all the same sets of sprite slices/tiles), and some additional tools to help ensure that your variants and biomes are synchronized the way that you want.

My first steampage!
I am proud to announce that my steampage is officially online and you can give me feedback or add it to your wishlist. 😎 It will help me a lot. :heart:
https://store.steampowered.com/app/4579770/Wannabe\_Trashman/

Project Creatures - A monster taming RPG with real-time battle mechanics
Hey everyone!
Project Creatures is an upcoming multiplayer monster collecting game with fast-paced, real-time action. Players have direct control over their creatures during every encounter. Discover a brand new world filled with amazing creatures and set out to find the strongest. Test your skills in battle against other players with our battling system, designed to be easy to learn, yet hard to master. DM me on Discord to join our server: avaeyrs
I made a boss fight on a train in my game
I decided to experiment and add a unique train level to my bullet hell game, ISPELL, and also came up with a boss for it, a big robot fly. What do you think?

Need Cards for your next game?
Check out my fantasy card assets on sale this weekend.
Squad Member Equip UI/UX basics, around 2/3 complete!
Well this has taken much longer than anticipated but we are getting through it regardless - thoughts? Is looking good?


Exactly 2 weeks in - 39 wishlists, 1 to 6 per day, ~300 impressions - are we all feeling the grind? Anyone else with slow starts who accelerated later?
Was at 10 wishlists at the end of week one, 39 at the end of week 2.
On the positive side: it feels like at least there has been some acceleration in the growth in week 2, but it still feels pretty sluggish and quite random (days at 1 wishlist, days at 6...)
On the downside: I'm not seeing a big correlation between any 'marketing' (reddit posts mostly, I tried a little bit of tik tok) and wishlist count.
I'm planning to release a demo next week, curious how much that will help!
All in all, feels like such a grind. Curious i anyone managed to create an inflection after a slow start?
Adding a close up camera for my roguelite action game
In our upcoming game Super Robot Survivors we have goals that the player needs to achieve (along with destroying LOTS of robots) but when we completed the goal and played an animation it didn't feel impactful.
I settled on a quick close up camera on the animation so it doesn't take away from the game flow - and it works well!
BUSCO COMPOSITOR MUSICAL Y PROGRAMADOR
Hola, soy la creadora y artista principal mi nombre en boyo.chan este es un proyecto de videojuego indie en desarrollo. Actualmente estoy trabajando en la parte visual (arte, concepto, estilo, etc.), pero necesito apoyo para poder llevar esta idea mucho más lejos.
BUSCO
Un/a compositor/a musical — que quiera crear una identidad sonora única para el proyecto
Un/a programador/a — que tenga interés en desarrollar y dar vida al juego
Este no es un trabajo profesional ni remunerado por el momento. Es un proyecto indie en crecimiento, usco personas comprometidas, creativas y con ganas de colaborar en equipo
Si te interesa o quieres saber más detalles, puedes escribirme por mensaje privado!
adjunto un poco del arte a quien le interese
Hi, I’m the creator and lead artist; my name is boyo.chan. This is an indie video game project currently in development. I’m currently working on the visual aspects (art, concept, style, etc.), but I need support to take this idea much further.
I’M LOOKING FOR
A music composer — who wants to create a unique sound identity for the project
A programmer — who is interested in developing and bringing the game to life
This is not a professional or paid position at this time. It is a growing indie project, and I’m looking for committed, creative people who are eager to collaborate as a team
If you’re interested or want to know more details, feel free to send me a private message!
I’ve attached some of the art for anyone who’s interested
I added this simple star field and redid my ui menus
im looking for feed back if this feels easy and intuitive to use. I want this to be really accessible and clean.

You told me my game's name was a nightmare for SEO and the capsule lacked a threat. I listened! Here is the new Capsule Art for VI: REM. (New Gameplay Trailer drops tomorrow!)

I launched my Metroidvania Level Generator. Now I need your feedback to make it better.
Hey everyone,
Thanks to those who checked out the Procedural Architect Suite! Seeing you generate and export levels into your own engines has been awesome.
Now that the core engine is stable, I want to shape the next roadmap based on what you actually need for your workflow. If you have 5 minutes to play around with it, I'd love your brutal, honest feedback on:
- The Engine Bridge: How does the JSON export feel? Is the boilerplate importer script working smoothly for your custom tilesets?
- The Generation Logic: Are the "Golden Path" metrics creating fun layouts, or do you need more control over the algorithms?
- Quality of Life: What features are missing from the Inspector UI?
🔗 Test the tool here: procedural-level-generator
Drop your thoughts, bug reports, or feature wishlists below. Let's build the ultimate 2D level design tool together!