r/gamedevscreens
What do you think of the charge mechanic in my RTS game?
I really want to capture the devestation and chaos of a cavalry charge. What makes a charge like this satisfying beyond some screen shake and particle effects?
Metroidvania-like Procedural Generation
Put together a procedural generator for metroidvania-type maps based on templates. It can also take in a graph, so the layout is semi-consistent. Very pleased with the results!
I’m working on a dark roguelike where you’ll have to play dice with Death itself - take a look at how it turned out.
At its core is the idea of a game within a game. You sit down at a table with a mysterious figure and enter a dangerous confrontation. There are no traditional battles here: the gameplay is built around card mechanics, dice rolls, and a hex-based board. Every decision is a bet, every move is a risk.
We aim to push forward the direction of virtual tabletop games, drawing inspiration from Inscryption and Hand of Fate, where mechanics and narrative are tightly intertwined. In Cheat Death, the inner game of dice, combinations, and artifacts directly influences the outer narrative and intensifies the pressure from Death.
A strong emphasis is placed on unfair play. Death breaks the rules, but the player is given the same tools: artifacts, cheats, and probability manipulation. This is part of the philosophy: it’s not the most honest who survives, but the most resourceful.
Here, you’re not just playing against Death - you bargain with it, deceive it, and hope it doesn’t do the same to you first.
https://store.steampowered.com/app/3756340/Cheat_Death/
My 5-minute horror game got nominated for an award
Hi, I'm OledEye and i would like to share my nomination by the Indie Games Group Philippines 2026.
I made this short 5 minute cinematic in December 2024 by myself, and recently got nominated for "Excellence in Audio Design."
Being nominated is interesting, because there is genuinely only a handful of developers that can get to a spotlight like this.
And i would happily be humbled by this, because there is a large amount who is a solo dev, like me,
In the indie scene, and there are others that bring such better talent than me at this.
Which i also don't feel 100% i deserve this nomination at all, since my game is super short lol.
And i feel for others that may need a spotlight like this.
But either way thank you to the Indie Games Group.
Walking through the town of Nirwana in my game, Andalas. It feels a bit "static" ?
Our team has been working on the town called Nirwana lately. I’ve got the layout and the main buildings down, but as I’m walking through it in this clip, it feels like it’s missing that "lived-in" spark.
Aside from NPCs, what environmental details or "micro-clutter" would you add to make this world feel more authentic? Open to any ideas on lighting, props, or even VFX!
Me: Carefully designing sliding physics. Speedrunners:
If you are interested in our game, check out our Steam page: https://store.steampowered.com/app/4403920/Crowcape_Zero/
Small highlight from this year's easter dev!
If you're interested staying in touch with Project Axe:
https://discord.gg/JSdZ2cVU
Spent Months Overhauling My Game’s Visuals (Before vs After)
For the past 4 months I've been overhauling the visuals for my indie game Ninja Froggy. The old visuals always felt like they weren't living up to what the game could be, and at some point I looked at them and thought "yeah this isn't it." So I did what any "reasonable" dev would do and rebuilt everything from scratch. The biggest chunk of work went into creating new 3D stylized assets which ended up being way more time consuming than I expected… and I'm still not fully done because apparently I enjoy suffering. Would love to hear what you think!
Help me make this look less amaturish
I'm specifically asking about the visuals (audio needs work too, I know). Something about this just seems.. off to me. Like something obvious is missing
The Importance Of Good Post Processing (AKA Hours of Tweaking)
A small portal puzzle in my game Chess Tales
Got a lot of comments about how puzzles work in my game Chess Tales. This is one of the puzzles with portals.
Let me know what do you think about the puzzle and overall feel.
Working on a swat style game where you hunt vampires on a Scottish island
Is it better to keep 3 handmade item states, or stretch them to 5 with Unity effects?
We’re making a shop / collector game and for item conditions we’ve been drawing separate versions of the same object by hand. Our original plan was to keep going fully in that direction, but as the number of items grows, it’s getting harder to sustain, and drawing 5 condition states per item no longer feels realistic.
Now we’re wondering whether it would hurt the look too much if we kept the main condition states hand-drawn, then pushed them a bit further in Unity with things like darkening, dullness, glow, or similar effects to create a couple of extra levels.
My main concern is whether that would start to break the hand-made feel and make the work we already put into the drawn versions feel less meaningful. At that point, would it be smarter to just keep the system at 3 strong visual states and stop there?
Curious how other people would approach that tradeoff.
[PC] Celestial Crusader - A wave-based isometric roguelike where you protect Earth from brutal hordes. New update: Japanese support & faster gameplay!
Game Title: Celestial Crusader
Playable Link: https://store.steampowered.com/app/4444730/Celestial_Crusader
Platform: PC (Windows)
Description: Celestial Crusader is a fast-paced, wave-based isometric roguelike. You play as a powerful Celestial tasked with defending Earth against relentless hordes of brutal enemies. The game combines intense real-time combat with strategic elements, where you must use elemental powers and a variety of strategic cards to survive each escalating wave.
I just released an update to the demo. The biggest change is the removal of initial dialogues, allowing players to jump straight into the action from the very first second. I have also added full Japanese localization to support our growing community in Japan. If you enjoy challenging roguelikes with strategic depth, please give the demo a try!
Free to Play Status:
- [X] Demo available
Involvement: I am the solo developer of this project, handling everything from the logic in Unreal Engine to the game design and publishing.
I am working on a turn-based civilization-like game about Kievan Rus'. What do you think?
Satirical Office Management Game - Middle Management. What do you think of my game's trailer?
The game is a satirical office building, and management game, where you assume the role of a pink blob monster, who must design and optimize an office to please your needy boss.
Can learn more on the Steam Page
Let me know what you think!
Advanced Combat R&D (Part 2.1) - Precision Hit Detection + Dynamic Reactions
If the contact isn’t real, the outcome shouldn’t be either.
Combat R&D for Adrayvia, focusing on accuracy and physical consistency in combat interactions.
This system removes “fake hits” by validating real contact:
- Accurate hit detection supporting glancing blows and near-misses
- Directional hit reactions based on impact angle and body region
- Combo system with varied attack chains (low/high, punches/kicks)
- Turn-in-place system for grounded orientation control
- Perfect parry example, where the same animation adapts via IK to meet the incoming attack
Even when using the same parry animation, outcomes change based on spatial context and timing.
Combines spatial hit validation, directional logic, and runtime IK to produce context-sensitive combat outcomes from shared animations.
in a previous post, someone mentioned the physics system in Adrayvia reminds them of Overgrowth (Steam). Good shout 👏.
Any other games come to mind? How strict do you prefer hit validation to be in combat systems?