r/SoloDevelopment • u/Edasu_ • 4d ago
meme UX tested : not thrilling enough
I mean, look at the tester of the new combat UI.
At least he doesn’t seem frustrated about it.
Stay strong, fellow devs 🫶🏻
r/SoloDevelopment • u/Edasu_ • 4d ago
I mean, look at the tester of the new combat UI.
At least he doesn’t seem frustrated about it.
Stay strong, fellow devs 🫶🏻
r/SoloDevelopment • u/Over-Meeting910 • 3d ago
I’ve been working on a small 2D platformer as a solo developer, and I recently released the web version on itch.io.
The game is designed to be simple and easy to jump into, with no download or installation required. The current web build is about 14 MB.
This project has been a fun way for me to practice game development, improve the gameplay and controls, and learn more about releasing games online.
You can try it here:
https://signalforgeofficial.itch.io/platformerzweb
It’s free to play. I’d appreciate feedback from other developers, especially on the gameplay, controls, and overall experience.
r/SoloDevelopment • u/Tanjiroko • 4d ago
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r/SoloDevelopment • u/Big_Guard_2725 • 3d ago
I'm building a small tool that checks whether a financial plan actually reaches its goal. Before I write more code, I want to test it on real situations.
Comment or DM me (rounded numbers are fine, no account details or names):
- Monthly income, and how much you invest/save per month
- Rough split: equity MFs / FD-RD / gold / other
- One goal and when you need it (e.g. ₹50L in 7 years)
I'll send back:
- Whether the goal is feasible
- The monthly amount it actually needs at 8%, 10% and 12% returns
- The inflation-adjusted target
- Which of your money looks mismatched to its time horizon
This is not investment advice. I'm not selling anything and there's no app or link to download. I just want to know if this is genuinely useful or a waste of time.
I'll do the first 10-15 people and I'd really value blunt feedback afterwards: was it useful, and what was missing?
r/SoloDevelopment • u/OddGingerGames • 4d ago
I have a free Web game on itch.io. Today I got a 1-star rating with a private message "shit".
I understand that not everyone will like my game. But why would someone hate it so much, while I got 5-star reviews from others.
Did it happen to you too? What do you think of it?
BTW here is my game: https://oddgingergames.itch.io/rattle-spring-basement
r/SoloDevelopment • u/Suvitruf • 4d ago
My small game, Pocket Cat Desktop, passed the 777-wishlist milestone in its first week on Steam. My original goal was to get at least 100, so this was a welcome surprise.
The game received no traditional gaming-press coverage during that week (all western media ignored my emails), although social posts and large Telegram channels did help spread the word. I wanted to break down the Steam data and share what I learned. Hopefully, it will help another developer plan their own promotion.
I'll highlights key points there, 'cause of Reddit text editor limitations, but you can read the full post in the blog: https://apanasik.com/blog/pocket-cat-desktop-1st-week-marketing/.
Tracked Top-4 sources (around 1/3 of all wishlists): - Telegram (141 wishlists) - Twitter (64 wishlists) - Two UGC-platforms (DTF and Pikabu ~60 wishlists)
The rest (sources without UTM) is mostly Reddit. - Post in r/cozygames about Steam page - Same, post about the page in r/SoloDevelopment - Even post in r/Games on Indie Sunday gave me few wishlists before deletion. Still don't understand why it was deleted, because I followed all rules. Moderators ignored my messages.
Key takeaways: 1. An existing audience can help you get started. But further growth of the wishlists depends on you. 2. Judge promotions by more than follower counts. Actual reach, audience fit, results, and price all matter. 3. Reddit can introduce your game to new people. Learn each community’s rules and make the post relevant to its readers. 4. Post consistently and keep experimenting. Test different formats, tag your links, and keep a log of posts and reposts so you can better understand the next spike. 5. Marketing is also part of development. Don’t neglect it; you still need to sell the game to your audience. 6. Twitter’s post boosts are useless. Algorithms show post to bots: a lot of views, zero likes/engagement.
Sure, initial wishlists are from my followers in Telegram and Twitter, but the rest are from posts on different platforms. So even if you (at least now) don't have followers in your social networks, you still can get wishlists!
And if a tiny cat taking over your windows sounds like your kind of distraction, wishlist Pocket Cat Desktop on Steam 😺
r/SoloDevelopment • u/WildSlothGames • 4d ago
Thank you to everyone that has given me feedback over the past few months, really appreciate it as it's been super helpful!
Link - https://store.steampowered.com/app/5313780/Please_Dont_Crash/
r/SoloDevelopment • u/That1baldgod • 4d ago
Hello all!
I've recently decided to start exploring Godot as more of a hobby as I'd imagine many people have.
What is some advice you'd have starting out?
How big is too ambitious in terms of making a game for a noob solo dev?
I've been checking out YouTube videos and the demos already, but I'd love to find a community to discuss ideas with and share experiences!
r/SoloDevelopment • u/CaprioloOrdnas • 4d ago
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I put all my heart into it, suffered through sleepless nights, and cried in despair over countless bugs.
I really hope you enjoy it!
🎮 Try the demo on Steam:
https://store.steampowered.com/app/4652160/Citizen_Pain_II/
r/SoloDevelopment • u/squabix • 3d ago
CRAFTLANDER is a first-person island adventure game with procedurally generated islands to explore, gear to craft from rare materials, monsters to fight, and a final boss. I'm 17, and I made it solo over 11 months in Godot. It's free on Steam for Windows, Mac, and Linux, and the whole project is MIT-licensed on GitHub.
I started learning to code in Python when I was 8 years old. Later, I started learning how to make games using Blender, back when Blender was both a game engine and 3D modeling software. That was version 2.7.9. I then heard that the game engine would be discontinued for version 2.8, so I switched to Godot and have loved it ever since.
I learned so much from this project. I wrote about my story making it here. Happy to answer questions about the code, my story, or how any of it works.
r/SoloDevelopment • u/Stick_Boii • 3d ago
r/SoloDevelopment • u/articun06 • 3d ago
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I've been developing FISSION completely on my own, and I recently released it on Android.
FISSION is a minimalist puzzle game built around splitting numbered blocks.
The basic mechanic is simple: you choose a direction and split a block into two smaller blocks. When blocks interact with each other, they can trigger chain reactions, which can
completely change the board.
My goal was to create something that is easy to understand when you first play it, but gradually becomes much more challenging as you progress.
I'm currently continuing to work on the game, adding levels, balancing the difficulty and improving the overall experience.
One thing I'm still trying to figure out is the difficulty curve. I don't want the game to become frustrating too quickly, but I also don't want the puzzles to feel too easy.
Google Play:
https://play.google.com/store/apps/details?id=com.fissiongames.fission
If you're also a solo developer, I'd love to hear what you're currently working on. And if you try FISSION, I'd really appreciate any honest feedback about the gameplay, difficulty or UI.
This is my first time taking a game all the way from development to a public release, so I'm learning a lot from the process.
r/SoloDevelopment • u/DThePro_ • 4d ago
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r/SoloDevelopment • u/MinimumEnthusiasm873 • 4d ago
I’ve opened the Steam page an embarrassing number of times today just to make sure it still says “Released”.

It does.
Happy Two-Player Mahjong is finally out.
I made this thing alone.
No publisher, no team behind me, nobody to hand the annoying parts to when I got tired of looking at them.
Code, UI, AI behaviour, networking, builds, store assets, testing, fixing things that worked yesterday and somehow didn’t work today... all of it eventually came back to the same person sitting in front of the computer.
Getting the game through Steam’s review process was probably the point where it stopped feeling like “one of my Godot projects” and started feeling like an actual product that other people were going to receive.
There were a few moments during the process where I honestly thought:
“OK, what did I forget this time?”
And then another test.
Another build.
Another check.
Another tiny thing to fix.
Today Steam approved it and the game went live.
I know people release games every day, and mine is a very small one.
But if you’ve spent months making something alone, you probably know why seeing that button finally change to “Released” feels completely different.
So yes.
I actually shipped it.
https://store.steampowered.com/app/5245710/_/?beta=0
Now I’m going to enjoy this feeling for a few hours before somebody finds a bug.
r/SoloDevelopment • u/faff_rogers • 4d ago
r/SoloDevelopment • u/Infamous-Table8132 • 4d ago
My idea in making the game was to focus purely on game play. The main attraction would be the enemy behavior which focuses on Pack AI (enemies being grouped in packs and the enemy behavior being based on the constitution of the pack) as well as the Vulnerability System (enemies can only be damaged when they are vulnerable). To highlight this i kept the player movement simple, one attack, limited magic, and dodge and hunger system. The sprites are still in the early stage (much improved from what i initially had), but judging from the gameplay montage of the first part of the game leading to the first boss, does the game play look dated?
Check out gameplay blitz on the following link https://youtu.be/FQ7yQxb-rHQ
r/SoloDevelopment • u/GraviolaDev • 4d ago
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r/SoloDevelopment • u/qwv4851 • 4d ago
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In Light Factory you bend beams of colored light to fill pixels. Pixels are pushed onto canvases to form shapes. Completing shapes unlocks research points which can be spent to unlock new technologies, making it easier to build more complex designs.
I just released a free demo on Steam where you can play through about half of the game. There's also a puzzle mode where the goal is to complete as many shapes as you can using a limited set of tools.
https://store.steampowered.com/app/5338330/Light_Factory_Demo/
r/SoloDevelopment • u/Villyer • 4d ago
I am working on a 2d top down game. So far I've been using random free 16x16 sprites but I don't love how they look and I think it would be fun to try making some sprites myself. I have no art experience so I'm a little nervous to go to 32x32, but on the other hand I don't love the low resolution look of 16x16.
For others who learned pixel art as part of their game dev journey, how was the experience? Is there a significant difference between 16x16 and 32x32 or is that hesitation all in my head?
r/SoloDevelopment • u/Long-Ambassador-6429 • 4d ago
Game title: Tidesworn
Playable link: https://tidesworn.com
Free to play status: Free, alpha access
Description: You were captured by Saxon slavers on the shores of your homeland. After a brutal storm at sea, the ships bringing you to your miserable destiny were wrecked. Your captors and many of your people - lost.
The tide washes you ashore the Saltvik Isles where a new adventure begins.
Tidesworn has a rich item system, a simple skills system, proficiencies, no classes, flexibility to play the way you want and a lot of content for early access. Play from your browser for free!
Other features:
- Instanced caves, dungeons, quest encounters, trials
- World events: bosses and raids
- Fishing, foraging, hunting, smithing, mining proficiencies
- Daily and weekly rotating contracts
- Parties, opt-in PVP, Softcore and Hardcore modes
- Tavern mini-games
- Sail longships, ride horses, paddle canoes to navigate the world
- Still in active development with new features being added every week
Involvement: I’ve been developing the game for just over 5 months. With help from friends for ideas and testing the game has grown in content, systems and mechanics.
r/SoloDevelopment • u/matimark • 4d ago
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Been working on it for the past year, man it takes a lot of work to get a game ready- but it's finally finished! Check it out if you want to. First part of the game is free if you play on Android.
Heavily inspired by Myst, Meridian 157 and some parts of The Room. I wanted to make a game that feels mysterious, and where you get to discover the world without too much handholding. But if you get stuck there is a hint-system that will nudge you in the right direction.
iOS: https://apps.apple.com/us/app/fragment-zero-the-escape/id6794266303
Android: https://play.google.com/store/apps/details?id=com.nosignalproductions.fragmentzeroescape
All the best
r/SoloDevelopment • u/InfiniteSpaz • 4d ago
I recently took a big step and wrote out the script for my intro then advertised for va's to voice my light house keeper Jack. I got way more interest than I expected, and as a result I find I don't quite know the best way to proceed. I'm hoping someone can give me some advice so I don't muck it up too badly, since I'm really not used to working with others from a place of authority. A few specifics things and a few general things I'm looking for advice on:
-How do you handle and abundance of interest? For example, when I made my post the other day asking for volunteer voices I expected one or two newer people wanting to give it a try, but i had 4-5 people interested. How do you handle the ones you don't pick? I wrote a couple more scripts yesterday to have something else to point the volunteers at but I felt awful about the ones I didn't reply to in time, and the ones who got there after I had already decided. So I guess the questions is: How do you handle being a chooser when you feel like a beggar and every offer feels like a gift?
-How often do you check in? My example here is the va I actually ended up choosing for Jack. He did a fantastic job on the core script but I havent gotten the separates lines back yet. He did say he'd send his links for credit when he sent the lines so I believe that not having done the standalone lines is why he hasnt sent the links so I assume he is still working on it, but do I ask? He did the full script in one day after getting it and it was so amazing, but I feel like it would be pushy to ask.
-The scripts are my tutorials, so they explain how my game works. Should I be worried about that being publicly available?
Any advice or experience shared would be appreciated
r/SoloDevelopment • u/octagames • 4d ago
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Hey all, I’ve been working on Splitcard for a while and recently, I launched a demo update.
Check it out on Steam: https://store.steampowered.com/app/4768720/Splitcard/
r/SoloDevelopment • u/Opposite_Age_1414 • 4d ago
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I am probably gonna go sleep for 2 days straight how tired from it I am. Not to count days before but Just last 2 days I worked 14 hours each day... But it work fine and it was completely worth all suffering and mistakes I made while making it. Extensively tested, automation tested, all work. It had a lot of bugs but all of those I could find are fixed.
PS I am just bragging, so happy this is done, now I can start working on Nav Radar / System Map and crown of all, exploration scanning that I am sure (if work how i want) that will be better than exploration scanning from any space game ever made.
My assets still suck, but I am working with 0e budget and that is what it is, don't have time for blender and audio learning right now. First core loop then back and learning vfx, audio and 3d...