r/gamedevscreens • • 6h ago

What's with these slop games?

55 Upvotes

"Ten million cans. 50 million pieces of hay, push 5,000 ducks into a hole. Scratch these scratchers. Hit these pigs!" What the fuck is gaming these days.

What TF is the point. Bro we can do 99% of these entire game ideas in whiterun with cabbages. Please inform me why we should care to look at these games. We see these games EVERY DAY. And at the end of all the games there is nothing. No memories no fun mechanics no story. These sort of games, while good at helping you refine your craft, do absolutely nothing for everyone else.


r/gamedevscreens • • 10h ago

I spent a few late nights remaking the space elevator for my solo factory game, and the arms boost the cart up and catch it on the way back down

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30 Upvotes

Cosmic Scale is a factory game I’ve been building solo, and this week I completely remade its space elevator. I took a lot of inspiration from Satisfactory for those four big hinged arms, which help boost the cart up the shaft and then catch it on the way back down to cushion its fall, with its rockets doing the rest of the work. It’s still in Blender for now and the clip is sped up about three times, but this is the style I want to carry into the rest of the buildings. AI tools definitely speed up my development as well, but I am the one who finalizes everything that goes into my game. Happy to answer anything about how it works!


r/gamedevscreens • • 17h ago

Testing fog, rain and enemy visibility on a forest road in my zombie FPS

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64 Upvotes

I’m working on balancing the fog, rain and lighting so the forest remains atmospheric while enemy silhouettes are still readable during combat.

Everything shown was captured directly in-game.


r/gamedevscreens • • 9h ago

Tornado vs. brick wall in my physics magic sandbox

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13 Upvotes

r/gamedevscreens • • 4h ago

My first game with my team

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2 Upvotes

Back in February, two of my friends and I released Voltshadow, an action hack-and-slash platformer on the Playstore. It’s my very first commercial game!

Here’s full gameplay from one of the boss fights. As the Art Director and Technical Artist, I put my heart into shaping the visuals and making encounters like this feel great.

Give the free demo a try! If you enjoy it, you can support our small team by getting the full game for around $1. :")


r/gamedevscreens • • 19h ago

A look at our Caribbean-inspired ice cream shop sim, Livin’ the Cream

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32 Upvotes

Hey everyone,

We've been working on Livin’ the Cream: Ice Cream Simulator, and our demo is now available!

It's a shop management game where you prepare and serve ice cream, manage your supplies, and customize your shop. We've been putting a lot of work into the visuals and the overall atmosphere, so I wanted to share a glimpse of how the game looks now.

You can check out the demo here:

https://store.steampowered.com/app/4621810/Livin_the_Cream_Ice_Cream_Simulator


r/gamedevscreens • • 1h ago

I wanted the base in Phosphor Command to feel like a place you actually built, not just an upgrade screen

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• Upvotes

I've been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.

One of the things I wanted to get right was the forward operating base.

I didn't really want the base to just be a screen where you buy upgrades and watch numbers go up. I wanted you to actually see your company of troops and base growing around you.

You start with a pretty bare compound and a few squads.

As you make money from contracts, you can start expanding it. You build barracks to house more troops, facilities to support your operations, research buildings to unlock new technology, transportation infrastructure to move your squads around, and eventually much more.

The important part is that these aren't just icons on a management screen.

You actually build them into the base, and then see and walk around them. As your company grows, so does the number of troops walking around the base.

The layout of the base changes as you develop it, and you can walk around with your troops and see what you've built.

I'm trying to make the base useful, but also make it feel like somewhat of a home rather than something cold and static.

Your upgrades affect what your company is capable of, while the money you spend developing the base is money you can't spend elsewhere.

Upgrades also take time to build. Some require preliminary research, while others have prerequisites that need to be met first.

And in Phosphor Command, there is a threat that will eventually come to your base. I will make a separate post about this mechanic another time.

When it reaches your position, you don't get a separate abstract "base defence" screen. You defend the actual base you've spent the campaign building.

The fortifications you've invested in, the positions you've prepared, the troops you've kept available, and the decisions you've made several cycles earlier all become relevant.

That's one of the things I like most about the base system: it's both where you prepare for your own operations and something you eventually have to defend.

I've attached a showcase showing the base developing from an early compound into a much larger installation. You can also see a snippet of the defence mechanic, the research tree, and some of the different upgrades you can build.


r/gamedevscreens • • 1h ago

[WIP] Testing engagement info widget/TW like banner switch.

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• Upvotes

r/gamedevscreens • • 1h ago

Snakes & ladders, but the board starts empty and players place the snakes & ladders themselves

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• Upvotes

this is Climb & Bite, my upcoming mobile game. classic snakes & ladders is pure luck, so here half the blocks have a ladder or snake to pick up, and on your turn you can place it before you roll.

the catch is the snakes you place can hurt you too. so every snake and ladder gets placed carefully to target other players. there are also Power cards like snake protection, making opponents walk backward for 2 turns or skipping their turn.

plays offline vs computer, pass-and-play up to 4 on one phone, or online with friends.

would love to know what you think of the board and the look of it.

Note: it's in pre-registration right now. Full release is in early November, and the first 100 people who sign in with Google get an exclusive Diwali set: a board, chips, dice and music.

AI disclosure: AI tools were used in making code and store-art. but idea of game is original.

Pre-register on Google Play: https://play.google.com/store/apps/details?id=com.maziminds.climbandbite


r/gamedevscreens • • 2h ago

Project file for a fun little bossa track I made for a social sim game! Not announced yet but been given permission to post this little number.

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1 Upvotes

r/gamedevscreens • • 7h ago

Progress of our puzzle game so far

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2 Upvotes

Back in February, me and my friend started working on a puzzle game that combines 2048 and Snake called 204Snake. Since then, we've made a ton of progress, we got a Steam page up, we're gonna launch a demo soon and, of course, learned a lot. One of the biggest things we learned is that, even though this late in development it can seem your progress is slow and you're going nowhere, it's important to look back and see how much work you've done.


r/gamedevscreens • • 15h ago

first handrawn animation test for Playdate's tiny 1bit display

8 Upvotes

r/gamedevscreens • • 4h ago

Hitting a snag

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1 Upvotes

r/gamedevscreens • • 5h ago

Looking for feedback on our latest UI pass

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1 Upvotes

Hey! We're making a 2-8 player party game and so far, we're having a blast.

However, UI is something we didn't really priorize until recently, when we realized how big of a difference it made in player onboarding and game clarity. We are lucky enough to have the help of a technical artist on that front and, following their latest modifications, I would be curious to have your feedback on our curent version of the UI!

The first picture is taken in the middle of a minigame. Does the objective and scoring seem clear enough as is? Should there be more emphasis on anything?

The second and third pictures are the loading screen and the gameover screen. The fourth picture is what used to serve as both of them before. Once again, is everything clear? Is it too busy?

I've personnally been enjoying this visual upgrade quite a bit, but I'm really curious to see if we can go a step further with more polish on the current design.


r/gamedevscreens • • 5h ago

My game just reached 150 wishlists on Steam! Thanks to everyone who’s supported it so far. It means a lot! ❤️

1 Upvotes

r/gamedevscreens • • 9h ago

OPEN WORLD CRIME SIM GAME

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2 Upvotes

r/gamedevscreens • • 23h ago

From a single tunnel to a busy nest: one ant colony at three stages

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22 Upvotes

Hi! I'm BrotherWoo, a solo indie developer from Estonia. I've been into ants since I was a kid — so I'm making an ant farm that lives on your desktop.

Here's the full timelapse, plus the same nest at three stages:

  1. The start — one tunnel and the queen in her chamber.
  2. Growing — new rooms branch off the main tunnel while the diggers carve out more.
  3. Developed — floor after floor of furnished rooms, and ants everywhere.

Up on the surface: a windmill, a barn, temple ruins and a smoking volcano — decor you place yourself.

You choose where the next room goes and what to level up. The ants do the digging, foraging and babysitting themselves, and every room furnishes itself as it grows.

Antmates comes to Steam Early Access on November 30. No public demo yet — but if you like ants, a wishlist helps a lot: Antmates on Steam

Which room would you dig first?


r/gamedevscreens • • 6h ago

President: Valdoria, you have five years (60 months) to run a country nobody prepared you to lead

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0 Upvotes

r/gamedevscreens • • 15h ago

A bit of my work as a pixel artist

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4 Upvotes

Here is a little ice witch in 16x16.
She has a basic attack and an impact effect.
There is also a freezing magic VFX.
I am open for commissions; send me a DM and let's discuss your idea.


r/gamedevscreens • • 6h ago

Newly updated scene tile sets, very happy with how this turned out!

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1 Upvotes

r/gamedevscreens • • 6h ago

[Dev Bloopers] Drunk Raiders - too drunk to loot

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1 Upvotes

r/gamedevscreens • • 6h ago

same warehouse game, 1982 garage to a 2020 robot floor

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1 Upvotes

same game, four decades apart. you start in your aunt's garage with two people and a card table, and by 2020 it's a same-day floor with robots and a lot full of vans. the garage is still there in the corner of the last one.

the 1982 garage is playable in the browser now, link in the comments.


r/gamedevscreens • • 15h ago

Working on boss, that eats crystals

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5 Upvotes

I love concept of modular things and heavy physics. Having a lot of fun with this one


r/gamedevscreens • • 11h ago

Opening a new route in Aviator: Airline Empire, our turn-based airline management game

2 Upvotes

r/gamedevscreens • • 9h ago

Feature in My Game I am Quite Proud Of - Let Me Know What You Think!

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1 Upvotes