r/gamedevscreens • • 11h ago

What's with these slop games?

82 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 • • 4h ago

Quick montage of my solo-dev bullet-time shooter – no name yet, ideas?

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9 Upvotes

r/gamedevscreens • • 16h 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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40 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 • • 4h ago

I hope I never wake up from this dream… 650 wishlists in just two weeks!

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4 Upvotes

I still can't quite believe I'm writing this!!

Just two weeks ago, I launched the Steam page for Over Human, a game I've been developing entirely on my own, alongside my full-time job.

I've dreamed of making my own video game since 2013. I've started projects, abandoned them, lost motivation, and wondered more than once whether I'd ever actually manage to finish something.

For those unfamiliar with it, Over Human is a first-person sci-fi adventure set in a snowy world where drones can manipulate the weather, and you have no weapons to fight back.

I recently updated my Steam page, adding GIFs, improving the capsule art, highlighting some of the game's most important mechanics, and localizing the page into multiple languages.

And now, knowing that hundreds of people have seen my little project and decided to add it to their wishlists… that genuinely means the world to me. It's hard to put that feeling into words.

I know there's still a long road ahead. The demo is coming in November, and I'm working hard to make it something people will genuinely enjoy.

I'm not a studio. I don't have a team behind me or a big marketing budget. Just a computer, a lot of late nights, and a dream I've carried with me for over a decade.

For the first time, that dream doesn't feel so far away anymore.

This is the Steam Page if you want to know more about my game: https://store.steampowered.com/app/5237810/Over_Human/

Thank you for helping bring my dream to life. <3
Francesco


r/gamedevscreens • • 3h ago

Wanted to show some screenshots of my game!

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3 Upvotes

r/gamedevscreens • • 3h ago

I’d like to get some feedback on the game, but I’m not really sure how to go about it yet.

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2 Upvotes

First of all, please excuse my English—it’s not my native language, and I’m using Google Translate.

Hello everyone! I’m a solo developer and a member of the military, and I’ve finally managed to create and release my first game on Steam. I’ve already had some downloads, but there isn’t a single user review yet (even though some Steam Curators have already posted their own reviews of the game). Could anyone offer some advice on the best steps to take next?


r/gamedevscreens • • 9m ago

Looking for TestFlight testers

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• Upvotes

Hi everyone! I’ve been working on a small iOS game called Last Button and I’m looking for a few people to test it on TestFlight. 

It’s a one-tap arcade game where you release a button at the right moment and try to catch the next pin.

If anyone wants to test it, I’ll drop the TestFlight link below. Any feedback is really appreciated!

Thanks in advance to anyone who gives it a try! 

https://testflight.apple.com/join/R2Jtxafb


r/gamedevscreens • • 23h ago

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

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71 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 • • 15h ago

Tornado vs. brick wall in my physics magic sandbox

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15 Upvotes

r/gamedevscreens • • 32m ago

[Developer] A crab joins the cats on Seaside Boardwalk — Pet The Damn Cat!

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• Upvotes

I'm the developer of Pet The Damn Cat! at Crowned Games.

This full-game screenshot is from Seaside Boardwalk. The crab is on the steps among the cats; the shift timer and Animal Rescue Alert stay visible around the playfield.

What catches your eye first: the crab, or the rescue alert?

The full game is coming soon. This location is outside the separate free demo. Steam link and demo scope in my comment.


r/gamedevscreens • • 46m ago

Tuning ball physics so 15 racers feel fair but not predictable – my pinball race game

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• Upvotes

r/gamedevscreens • • 1h ago

Stacking stolen eggs on my head, then hatching them back at base (frames from my solo Roblox tycoon)

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• Upvotes

r/gamedevscreens • • 1h ago

GULP — growing from a tiny blob into the monster everyone runs from

• Upvotes

A short solo gameplay clip from GULP, my Monster Mash jam game. Eat food and villagers, grow, gulp smaller rivals, and use dash to escape larger ones. Bigger monsters move more slowly.

I’ve been working on the city layout and making the mobile HUD leave more room for gameplay. Feedback on readability and the chase animations would be useful.

Play: https://w.run/pratikmane/gulp?s=EPVt3Ru

Assets/tools: RUN-generated monsters and art, Kenney city models, and AI-assisted coding with Codex/Claude.

https://reddit.com/link/1x6kjr2/video/vk2cimo6mmvh1/player


r/gamedevscreens • • 2h ago

Gameplay clip of our subterranean co-op horror MOVILLIA - battery management & bio-scanners in action!

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0 Upvotes

Hey everyone!
We're developing MOVILLIA, a 3D co-op survival horror set inside pitch-black alien cave systems.
In this clip, you can see how flashlight batteries and bio-scanner tools play a key role when navigating total darkness with hostile fauna around.

🎮 Free Demo on Steam: https://store.steampowered.com/app/4519070/MOVILLIA/

Would love to hear your feedback on the lighting and atmosphere!


r/gamedevscreens • • 2h ago

The Sins of his past are beyond Redemption...

1 Upvotes

r/gamedevscreens • • 2h ago

The Sins Of His Past Are Beyond Redemption...

1 Upvotes

r/gamedevscreens • • 2h ago

Just released the demo for my game Hop Slasher! Also new gameplay trailer

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1 Upvotes

r/gamedevscreens • • 3h ago

Putting reviews and box office side by side in my movie studio sim — Cinematic Business

0 Upvotes

I'm the developer of Cinematic Business, a movie studio management game inspired by Football Manager. This is an actual English-language film summary from a demo test.

The screen puts the review, production budget and box office together because a film's critical reception and commercial performance can tell different stories. In this example, The Spare Key received 2.5 stars, with a $13.58M production budget and $32.05M box office. That box office is the film's total, before the producer/distributor split, rather than cash going straight into the studio.

The other tabs let players look into the cast, production, finances and reviews. As I prepare for Early Access, I want the feedback to explain the influence of decisions more clearly, not just display a result.

From this screen alone, is the distinction between the review and the financial result clear? Which number would you want explained first?

A free Windows demo is available in EN/PL/DE/ES:

https://store.steampowered.com/app/4675260/Cinematic_Business/ — Download Demo.

AI disclosure: I used AI assistance during development. The game includes pre-generated AI-assisted artwork/portraits, music and fictional text, plus AI-assisted translations reviewed by me. This post was prepared with AI assistance; there is no live AI generation during play.


r/gamedevscreens • • 3h ago

Movement

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1 Upvotes

r/gamedevscreens • • 3h ago

An early run in Scavenger's March, my semi-idle wasteland game

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1 Upvotes

This is an early run, before most of the upgrades have been bought. The scavenger walks, loots and fights on his own. You pick upgrades and scavenging priorities, and can step in with a preemptive hit or a smoke bomb when he gets into trouble.


r/gamedevscreens • • 3h ago

You are a debt collector in the world of the dead

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1 Upvotes

r/gamedevscreens • • 3h ago

Remade my trailer for the fourth time, and just in time for Next Fest

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1 Upvotes

After redoing this for the fourth time, I feel a bit numb to the whole trailer making process. But here's hoping it's at least enough to boost wishlist a little bit.

The bulk of feedback on my old trailer seemed to be needing to improve readability of the scene overall, the menus, and also showcasing the flamethrower more - both of which I feel like I did. As well as updating the capsule at the end.

Here's a link to the demo for anyone interested: https://store.steampowered.com/app/5054050/Rescue_Incoming_Demo/


r/gamedevscreens • • 8h 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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2 Upvotes

r/gamedevscreens • • 4h ago

Claim: Race to Zero - Feedback needed

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1 Upvotes

Hey everyone,
I wanted to share a passion project I've been working on. It’s a fast-paced card game called Claim: Race to Zero.

The goal is simple: end the round with as few points as possible and shout "CLAIM" to finish it. I loved playing this with friends in real life, but I couldn't find a good digital version with the exact rules I knew, so I decided to develop it myself.

Some features:
Online multiplayer or play against bots
Interactive on-the-fly tutorial if you've never played
Hints system if you get stuck

Completely free and zero ads

I've set up a web version for beta testing, and it's also on mobile. I would really appreciate any feedback, bug reports, or thoughts on the gameplay!


r/gamedevscreens • • 5h ago

I wanted to make a game that performs well with 10,000 enemies. This was easy when it was a prototype, but it seems I have managed to uphold the performance all the way through to a demo release!

1 Upvotes

I feel like as more and more systems are added, performance becomes increasingly harder to maintain. 'Oh you want 10,000 enemies AND a lightning skill that has to choose an enemy to jump to'... anyway so far so good at least!