r/IndieGameDevs
Do you know yin and yang with 5 elements?
Hi im korean developer Im making a teaturing Yin Yang and five elements, but I'm wondering if English-speaking users are familiar with these concepts. Do you know them? Also, I'd like to rename the concept since it's too long to use as-is. Any suggestions?
As an indie gamedev, I don't think piracy is a problem. If anything, it might turn a non-customer into a customer.
Reasons why I think it's a non-issue:
I'd rather have a player, that plays my game for $0 than somebody not playing my game at all.
In my experience, it seems that only a very small % of total players use pirated versions.
There are so many good games nowadays, I understand that not all players can afford all of them. Related to 1).
It's not always possible to provide a demo. Players might want to check out the game before buying something they don't like.
If the game keeps getting updated, it's much more convenient to buy it anyways.
I actually received messages like the one in the screenshot several times already and it honestly makes me feel more validated that somebody decided that the game is worth it AFTER already playing it for free.
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?
Bought this game entirely using revenue from my own game
Game Link: Crystalyn (I'm starving)
Stuck in the 90s, i'm developping a game inspired by Landstalker
After a year of development, today I finally published the Steam page of my Balkan style citybuilder
My game's player graph made a perfect pool!
+3 years solo dev on a mission to bring back the charm and gameplay feel of the 3D platformers I grew up with
Короткий ролик, що передає атмосферу гри «Night Record: Thin Walls» — психологічного хорору, заснованого на реальних подіях, дія якого розгортається в пострадянську епоху.
У грі робиться акцент не на раптові лякаючі моменти, а на реалістичні локації, тиху напругу та ледь вловиме відчуття тривоги.
Місце, де спочатку все здається нормальним — доки це не перестає бути так.
Якщо вас зацікавило — не забудьте додати гру до списку бажаного.
I am working on Uverse - a Web Game Engine with native exports!
Hello everyone! I've been working on a web-driven game engine called Uverse which I want to share more to the world! :)
The main idea is pretty simple, its to build directly in the browser instead of being tied to a single machine or setup and, as for now planned, to make optionally multiplayer-server functionality easier too thanks to the custom scripts.
And while it's web-driven game engine, it will still have the option to export it into a native game with Vulkan/Metal/Direct/WebGPU thanks to wgpu!
I'd appreciate your support & feedback! =) Also if you have questions, shoot away here! Also any ideas & thoughts is more than welcome! I have huge passion to work on that project and I've been working almost non-stop for half year already!
Twitter: https://x.com/uverse_dev
Discord: https://discord.gg/BdEGVZg2E
My indie horror game’s trailer was featured by GameTrailers
I’m a solo developer currently working on a psychological horror RPG called The Sin Of Fabien.
Yesterday, the trailer for my game was featured on the GameTrailers YouTube channel and also posted on IGN.com. Honestly, it made me really happy. It felt like maybe my game looked interesting enough for people to actually want to share it.
To make this happen, I emailed a lot of YouTubers, content creators, and gaming pages. Most of them never replied, but GameTrailers did. It wasn’t shared on IGN’s YouTube channel though — I guess the game isn’t big enough for that yet 😅
I also wanted to give a small piece of advice to other indie developers:
I didn’t keep my emails short or generic. I wrote a longer but attention-grabbing title, added a proper introduction explaining the game, and included a Press Kit that I specially prepared for it. I tried to give the feeling that “I actually put effort into this for you.” I think approaching people this way feels much more sincere and professional.
GameTrailers video:
https://www.youtube.com/watch?v=J17frhH-0rE
I’d genuinely love to hear your thoughts about the game. If anyone has questions, I’d be happy to answer them. I’m completely open to criticism and negative feedback as well 🙂
im working on a puzzle game all about weird magical tools, the first is this ability to swap two objects with eachother
Making Ghibli Water in Godot | Devlog
Hi I'm MJ, I haven't posted here before but wanted to connect other devs and share the progress of the game my wife and I are working on.
We wanted to create the water you see in so many Ghibli films but for our game Maskborne. All created inside Godot and with hand animated effects on top.
I hope this is interesting to some of you and that maybe you learn a thing or two.
Game engine for first indie project
Any opinions on a game engine to choose for a first smaller indie game dev project?
My first (serious) ios game now in preorder - new trailer to celebrate ^_^
I actually spent two weeks battling apple reviewer(s). Reviewer rejected it saying it is a copycat of a game with the same name. Apparently they googled my game's name and found video I posted here on reddit to attract beta-testers. And after i pointed to that, they insisted I should clear my metadata not to mention my game's name. Ridiculous.
Finally it was accepted and is now officially in pre-order mode. It is free to pre-order (one time IAP to unlock, no ads).
The game is inspired by old pocket video pokers (like the ones in the beginning of this "trailer" I made. I also printed a 3D version of my game interface on my BambuLab Mini.
Cheers, happy and nervous now.
Are these good metrics for an Itch prototype game?
Hi everyone, I released my game the other day on Itch and other than my Flappy Bird clone, this is my first real game project. It was intended to be a one and done project for learning the ropes of Itch release stuff but hey I think this looks kind of good? Its a fairly minimal game, but I did my best to polish it out regardless of content. Browser game atm but eventually may become a desktop companion type cozy game so I'm expecting downloads to be low.
Not sure what the standard is for like a benchmark.
What do you think - worth expanding content-wise? I wrote out a project roadmap so we'll see!
Would love feedback on the first teaser for our upcoming action-adventure game, The Ultimate Twins
Hey everyone,
We’re currently developing The Ultimate Twins, an action-adventure game focused on immersive storytelling, cinematic gameplay, and a world inspired by rich cultural narratives.
We’ve been quietly building the project for a while, and recently decided it’s finally time to start sharing the journey publicly and connect with the community.
As a first step, we’d genuinely love to hear your thoughts on the Teaser we released back in February:
https://www.youtube.com/watch?v=bJsKIA_jvqw
We’re especially interested in hearing feedback on:
Character designs
The overall atmosphere and tone
Combat presentation
Visual style and world design
What stood out to you most (good or bad)
We still have a long road ahead, but we’re excited to finally start engaging with fellow gamers and developers here.
Looking forward to hearing your thoughts.
Satori card face update: classic suits vs custom suits
Hey everyone,
We’ve been working on a visual clarity update for Satori, our solitaire-inspired roguelike card game.
One thing we noticed from feedback is that the original custom suits gave the game a stronger identity, but they could also make the first-time experience harder than it needed to be. Players already have to learn the scoring rules, trial modifiers, card effects, and combo system, so asking them to also learn unfamiliar suits at the same time might have been adding too much friction.
Because of that, we’ve added a new card face option with more familiar classic-style suits and clearer readability.
The custom Satori card faces are still available, but we’re thinking of making the classic faces the new default, especially for new players. The goal is to make the game easier to understand at a glance while keeping the more stylized version as an option for players who prefer the original look.
Here’s a comparison between the current custom look and the new classic-style card faces.
We’d love some honest feedback:
Do the classic card faces make the game easier to read?
Should they become the default?
Or does the custom suit style feel more unique and worth keeping as the main presentation?
You can check out more screenshots and the game here:
https://store.steampowered.com/app/4595670/Satori/
Thanks again to everyone who has been giving feedback. These small clarity changes really help us make Satori better.