r/indiegamedevforum • • 1h ago

Cada inimigo tem 3 versões, esse é o inimigo inicial

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• Upvotes

Decidimos que os inimigos iniciais do nosso jogo seriam moscas, por serem uma presa comum dos sapos, e dentro desse jogo você vai pipocar eles e vendê-los na barraquinha.

A mosca lv1 atira em você de uma distância razoável.

A mosca lv2 atira em você usando uma 12.

A mosca lv3 carrega uma bomba e voa rapidamente na direção do jogador, é um ataque suicida.

Qual delas você mais gostou?


r/indiegamedevforum • • 10h ago

I'm so happy to announce that we finally launched our game Kings Of Antikva on Steam!!!!!

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2 Upvotes

Here is the link to our game: https://store.steampowered.com/app/4458960/Kings_of_Antikva/

There is a demo on our Steam page, if you want to test it out first, and there is also a 30% discount till October 29th.


r/indiegamedevforum • • 19h ago

My pixel art shaman game.

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8 Upvotes

Cradle of Winter is an atmospheric platformer about a young shaman who journeys through a world of humans, spirits, and ancient legends. Explore the boundless north, battle enemies, craft talismans, and master the power of the shaman’s drum.

We will be glad if you add the Cradle of Winter to wishlist.


r/indiegamedevforum • • 14h ago

Multiplayer marble racing game with obstacles (demo video)

1 Upvotes

​

Hey folks.

This is the first project i'm trying to do. I want to share this project and collect some tips and feedbacks.

Demo video

The idea

The idea here is simple, a colorful marble racing game where you compete with others through some fallguys like obstacles. Different of traditional marble racing games that gravity do all the work for you, here you control the sphere.

Intentionally, some of the obstacles need more players to be overcome more quickly, and slow down the players ahead, so people behind has a chance to catch them.

Im thinking about put a team gamemode as well for the future.

Questions

\- Do you have any idea of obstacles you would like to see?

\- What do you like to see in a game like this?

\- In a commercial perspective, do you see potential in this project?

\- When do you think is a good moment to start posting on itch.io?

Thanks for the feedback guys.

Demo video

obs1: I tried to make this multiplayer LAN or online but because of add force movement, replication and my ue5 learning curve I changed to a split screen. My main idea was see like 12 balls rolling around.

obs2: I started this idea to pratice ue5 since there is few animations and interactions to work with. Also i've got this lenovo thinkcentre that I play 4 to 8 players gamea and I think is a good way to test my games.

/


r/indiegamedevforum • • 23h ago

How do you handle localization when your game relies on language-based puzzles?

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3 Upvotes

Hey everyone,

I’m a part of a small indie team, and after two years of work, we’re getting close to finishing our game, From Basement with Love.

We’ve started thinking about localization, but we’ve run into a problem we honestly didn’t think much about until now.

The game has both dialogues and puzzles. Localizing dialogues is relatively straightforward, but a lot of the puzzles (attached pictures) are built around the English language itself. Some mechanics rely on word length, spelling, and specific word structures, so simply translating them wouldn’t work. This creates a barrier for players who don’t speak the language comfortably, which is a shame because almost half of our wishlists are coming from non-English speaking countries. 

To solve this problem we’d have to redesign quite a few puzzles for each language we want to support which means a lot of extra development work.

So I’m wondering if it’s worth going through that process for a few major languages, or if we should just stick with English for now.

Has anyone here worked on a similar game, or run into this kind of problem? How did you handle it?

Thanks!


r/indiegamedevforum • • 19h ago

Rock Pool 8K Pbr Texture Combo

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1 Upvotes

r/indiegamedevforum • • 21h ago

Looking for Android testers for my indie game, MegaSurvivor! 🎮

1 Upvotes

r/indiegamedevforum • • 22h ago

Free Playtesting Service in Exchange for Joining Our Survivorslike Tournament – $100 Prize Pool

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1 Upvotes

r/indiegamedevforum • • 1d ago

[Project SkyHolm] - Seeking Collaborators for Sandbox Economy & Automation Game

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1 Upvotes

r/indiegamedevforum • • 1d ago

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

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1 Upvotes

In my PVP MOBA game, you can change formations (inspired by FIFA/EA FC) to set different team strategies/playstyles.

I thought this was a really cool/unique piece of my game I wanted to share. The multiplayer replication for it was a nightmare, but I am glad to have solved the challenge.

Let me know what your thoughts are!


r/indiegamedevforum • • 1d ago

Feedback:playliqiudgames.com

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1 Upvotes

r/indiegamedevforum • • 1d ago

Making a little game about cans, here's what happens when you pull one from a pile. What do you think about it?

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0 Upvotes

r/indiegamedevforum • • 2d ago

Smooth Stone Wall 8K Pbr Texture

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2 Upvotes

r/indiegamedevforum • • 1d ago

Would you help fund an indie game for a share of its future revenue?

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1 Upvotes

Hey everyone! I’m the founder of PRISMA, a platform I’m building to explore another way of funding indie games.

The idea is simple: developers raise money for development from fans and other supporters in exchange for an agreed share of the game’s future revenue. Developers keep creative control, and supporters get to participate in the outcome of a game they helped fund.

I want to make this useful for smaller teams, including those that haven’t built a huge wishlist count yet.

It’s still in development. The games currently displayed on the website are demo examples, not actual fundraising campaigns or partners. We aren’t accepting investments, and funding terms are still being developed. Revenue and returns would never be guaranteed.

You can explore the demo and join the waitlist here: prismalaunch.com. Developers can also submit their games for an early conversation about the pilot.

Before taking this further, I’d love some honest feedback:

  • Developers: Would you consider sharing future revenue to fund development? What would make that worthwhile for you?
  • Players: What would you need to know about a game and its team before considering backing it this way?

Questions and criticism are welcome. I’m sharing this early because I want to understand whether it solves a real problem for this community.


r/indiegamedevforum • • 1d ago

[Survey] How does your team find and reproduce bugs?

1 Upvotes

Hi everyone, I'm Huy, a student at Hanoi University of Civil Engineering (Vietnam). My team of 3 is building a tool for a student startup competition: an agent that plays a 2D game by itself, detects bugs (e.g. clipping through walls, missing UI), and records its inputs so a developer can replay the exact bug later.

Before building further, we want to check whether this is a real problem for people who actually make games. If you have 5 minutes, I'd really appreciate your answers to these:

  1. How does your team find bugs right now, and how much time per week does it take?

  2. Which bugs are the hardest to reproduce, and what do you do when you hit one?

  3. Have you tried any automated testing tools? How did it go?

  4. If a tool could play your game on its own and report bugs with a replay you can re-run, would you use it?

  5. Roughly how much per month would you pay for that?

Not selling anything, no ads. Answers are only used for our competition write-up, and I'm happy to share an anonymized summary of the results here afterwards. If you'd rather answer in the comments or DM, that works too.

(Mods: if this kind of post isn't allowed here, please let me know and I'll remove it.)


r/indiegamedevforum • • 2d ago

Smooth Stone Wall 8K Pbr Texture

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1 Upvotes

r/indiegamedevforum • • 1d ago

My small vr game is going to be published in stores in 8 hours

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0 Upvotes

Hang out in mazes and shoot enemies - nothing more

That's my first VR game tbh and I know it looks like totally shit

That's why I selected the perfect name for it - shittymaze, you can play the web version btw, here


r/indiegamedevforum • • 2d ago

Changed my Steam capsule art to show more of the game. Which version would you click?

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1 Upvotes

The old ones felt a bit empty and you could barely read the name on the small one.

Made the logo bigger and added one of the inspection ships you run into in-game. Wanted to show a bit more of the game itself. The ship model is by Quaternius.

The ship and planet use the game's current textures and lighting, so it does match how the game looks right now.

https://quaternius.com/packs/ultimatespaceships.html

Old on the left, new on the right. Which would you click? Anything you'd keep from the old one?

VOID PROFIT on Steam:

https://store.steampowered.com/app/4687990/VOID_PROFIT/


r/indiegamedevforum • • 2d ago

Apocoronalipse/Silent Evil by htmlsam

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1 Upvotes

r/indiegamedevforum • • 2d ago

I'm an Underground Rapper Who Quit My Job to Build a Dark Fantasy RPG fo...

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1 Upvotes

Heartbroken Ruins No Future
Play The Album Video Game Free: Xnightstarr.com
click "Zurg was a prince once... decrypt"
Spotify: Xnightstarr.fm
Apple Music: Void Chain
IG: Xnightstarr.fm
This is a introduction, some of my background a bit on the creative process and mythology for my album/ark fantasy RPG brawler video game project. +some gameplay for world 1 out of the existing 5 worlds of heartbroken ruins that i created using my music, sketch art, characters, album mythology, philosophy, predictions for the future, inspired combat mechanics, logic, play tests and claude code. It took a dedicated 1-2 weeks esentially 12 hrs a day no breaks with hundreds of specification iterations to get the massive world to be fairly playable. (still a few bugs in the post worlds)
There is a massive survival expansion update coming soon to the game, and bug fix before I put it on steam.. (+Multiplayer co op if we can get it right) so this is esentially the beta/demo. This will include 10-15 new worlds, new survival mechanics, updated (non ai) dialouge, sound design, and more of my music so it can be a full experience. stay apart of the journey as I develop further!

Open art economy: You can use all of my music and beats/instrumentals, for your streams, content, branding, marketing, film, projects, and ads using my pay what you want model for sync licensing ($10 minimum) (Free music available!). Pay what you want allows creators to determine the value for the art and for the music to live where its meant to and its appreciated. - Xnightstarr.com

some info - Some of the dialouge and all of the coding (guided by my logic, inspiration, mechanics and hundreds of play tests) as well as the 3d model generation of my drawn 2D assets was created with claude code.


r/indiegamedevforum • • 2d ago

Just published my latest game update

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1 Upvotes

Just published my latest game update on Steam, added new features like new environments, new interactive background character, new traps, improved physics, improved animations and many more. Let me know what you think.


r/indiegamedevforum • • 2d ago

I made a 3D Minesweeper game for Android. What do you think?

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1 Upvotes

Hey, I made a 3D version of Minesweeper for Android and would like to hear what you think.

You can rotate the board, hide layers to see inside, and use the Focus button to highlight the cubes counted by a selected number.

The screenshots show the full board and a cutaway view. Does it look easy to read on a phone, or a bit confusing? What would you change?

It’s free with ads:

https://play.google.com/store/apps/details?id=com.kzkforge.saper3dclassic


r/indiegamedevforum • • 2d ago

👀

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1 Upvotes

r/indiegamedevforum • • 2d ago

Galaxy Adventures 3D

1 Upvotes

Hi Bros,

 

Here's the link to my video game, made entirely by me without AI.

 

It's free to try and see what you think. I need feedback to see what people think and correct any errors.

 

Even though I think it's perfect, others might not, and now it's out in the open.

 

As for what the video game is like it's a 3D platformer with short, dynamic levels and progressive difficulty.

 

 

 Google Play Store

 

Greetings and I look forward to your replies.


r/indiegamedevforum • • 3d ago

Why are you making games in 2026?

22 Upvotes

Hi,

Just a genuine question. What are your ambitions for doing gamedev in this day and age?

I mean, the commercial potential is vague, the exposure opportunities are slim, market oversaturation a norm, and solo ai production for personal use is just around the corner.

Let's put it this way - imagine your game will not earn a dime and be played by none will you still make it and why?

I've been thinking about this for the past few months and for me it's that I love doing interactive media and games happen to be the most obvious choice.

Love to hear your thoughts.

PS. been developing games for 10 years, most of these full-time, no big hits

edit - grammar

edit #2 - The main reason behind this thread was to step back from our routine marketing activities (which are fine and necessary, don't get me wrong) and talk about what worries or motivates us as gamedevs. Thank you all for sharing your stories. There're some of us who will struggle to build a sustainable career (like myself), that's how it is, BUT I do believe some of you here will create a new big thing that will push the industry forward. It was refreshing to talk to you after a few years of being focused solely on work and out of gamedev community and social networks. Keep creating!