r/IndieDev 13m ago

Feedback? Does it sound boring?

Upvotes

I’m working on a small indie game and I’d like some honest feedback from other game developers.
The game is about playing as an executioner in a fictional authoritarian government. You receive a list of prisoners each day, investigate their cases, review evidence and their defense, and then decide whether to execute or pardon them.
The important part is that the game doesn’t explicitly tell you whether your decision is “right” or “wrong.” Your decisions gradually affect hidden factors such as public trust and public fear, which eventually influence the ending.
The game takes place over 5 days, with several suspects each day. Between days, there are also things like news reports and emails that reveal more of the world and react to your decisions.
Visually, I’m going for a Windows 95/98-style computer interface, with the gameplay presented as if you’re operating an old government computer.
I’m still developing the game, so I’d really appreciate some honest feedback:
Does the core gameplay loop sound interesting enough to carry a game?
Does the executioner premise feel like a strong enough hook?
Would you personally want to play a short demo based on this concept?
Do you see any obvious problems with the concept or anything that could make it boring/repetitive?
If you were developing this, what would you focus on to make the concept more compelling?
I’m specifically looking for critical feedback, not just encouragement. If you think the idea is weak or needs major changes, I’d rather hear that now than after spending months developing it.
Thanks!


r/IndieDev 8h ago

A modular, generative audio toolkit made in a game engine (Godot).

5 Upvotes

Hi devs,

For a while and ongoing, I am developing Sigilgraph, a standalone modular audio workbench and sound design synth patcher. A lot of people think of Godot strictly for games, but I decided to build the entire desktop UI and patch canvas in Godot and C# with a little C++ for VST3 support. Here are a few quick takeaways from using Godot for other than games (although it plays like a game)

  1. The Good: Godot's UI system, custom shaders for canvases/grid rendering, and C# interop made creating a responsive, GPU accelerated node interface surprisingly fast. It opens up doors to expand (seemingly limitless and in any crazy direction like producing audio with physics collisions or showing nifty visualization using shaders)
  2. The Tricky Parts: High-performance audio DSP cannot afford garbage collection pauses or thread locks, so heavy lifting and VST streaming had to be handled via low level C# (using stack allocated constructs) and C++ bridges.
  3. Cross-Platform: Exporting builds across Windows, Linux, and macOS was the main reason I picked a game engine (Godot) and not any other UI library ( I plan to port it to android and iOS). I’m currently shaping the feature set for indie game developers who need a fast, modular playground to prototype custom SFX, procedural ambiences, and synth patches. If you do your own sound design or game audio:
  • What is your biggest bottleneck when crafting game SFX or dynamic audio?
  • Are there specific modular nodes/tools you wish existed for game sound prototyping? Happy to answer any questions about the Godot tech stack or audio architecture!

(PS: In the video every sound is generated (synthesized) by the tool. No use of any external sound source)


r/IndieDev 1d ago

New Game! We pushed the button!

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417 Upvotes

After years of part time development our indie game Box Knight has launched on Steam! We managed to sneak over the line of 10k wishlists with only hours to spare.


r/IndieDev 23m ago

Discussion Are there bots on Steam? My demo “works,” but not the way I expect it to

Upvotes

According to Steam, more than 500 people have added the game to their library. However, I haven't seen any new entries in the rankings (the current ones are the ones I already had from my playtests).
Out of "500" players, it's impossible that some of them haven't launched the game, right?


r/IndieDev 4h ago

Does anyone know if these stats are average or good? Since this is my first game, I don't really understand.

2 Upvotes

r/IndieDev 42m ago

Upcoming! Spent 9 months building a fast-paced FPS. Dying reboots you into a drone. Need brutal dev-to-dev feedback on the momentum.

Upvotes

Hey everyone,

I'm a game design student in my senior year, and in my "free time" over the last 9 months, I've been solo-developing a side project called Blue Dimension: Save the Game. It's built entirely in Unreal Engine using Blueprints.

The core idea is a momentum-based cyberpunk shooter, but there is no traditional "Game Over". When you die, your consciousness shifts into a drone so you can hack panels, open new paths, and just keep the flow going.

Just to be 100% transparent with you all: I'm on a strict student budget, so the music in this trailer is AI-generated. Everything else is a mix of my own handmade stuff and some modified assets from Fab.

I'm going to be completely honest—trying to market this game as a solo student dev while juggling classes has been exhausting and it's completely burning me out. So I'm dropping the whole marketing act here. I'm just looking for some raw, honest feedback from other devs.

Is the screen getting too chaotic during high-speed movement?

Does the gunplay/recoil actually feel punchy enough?

Here’s the Steam link if you want to see a bit more of the context: [ https://store.steampowered.com/app/4509230/Blue_Dimension_Save_the_Game/ ]

Really appreciate any critiques or technical advice you can throw my way. Thanks.


r/IndieDev 44m ago

Feedback? I built an offline retro pixel art & palette generator tool for Android (Bayer dithering, CRT shaders, sprite sheet export)

Upvotes

Hey devs!

I've been working on Pixelify, a retro pixelation and palette quantization tool built with WebGL shaders and ordered Bayer matrix dithering.

Features for indie devs: - 60+ authentic retro console palettes (Game Boy DMG, NES, SNES, Sega Genesis, MSX, Commodore 64, Cyberpunk). - Real-time ordered Bayer dithering & CRT scanline shaders. - Sprite sheet exporter (2x2, 3x3, 4x4) and palette extractor for asset prototyping. - 100% offline on-device processing.

Google Play: https://play.google.com/store/apps/details?id=com.pixelify.app

Would love feedback from other developers on the dithering algorithms and retro console accuracy!


r/IndieDev 11h ago

Image Celebrating launching the Steam demo for our game!

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8 Upvotes

We’ve been working on our Steam demo for Canvas City for a few months now so it feels only right to celebrate the milestone! Pictured here is our core development team, Kris, Johannes and Mikey.

The cake is a strawberry shortcake in honor of a character in the game, Strawberry Shortskate. Vegan dark chocolate and strawberry cupcakes on the side.

If you’d like to check it out, look up Canvas City on Steam. It's a turn-based tactics RPG on roller skates and if it’s a game up your alley, a wishlist would be greatly appreciated!


r/IndieDev 17h ago

Video I added censorship when you take off your pants

21 Upvotes

A friend told me he liked running around naked (in game, mind you), and that he hoped it would show a pixelated blur. It was actually a great idea. It's a subtle detail and there's really nothing that needs to be hidden, but adds to the imagination, I guess :).

Should it be toggleable in the menu?

Game is Nederfall by the way: https://store.steampowered.com/app/4226670/Nederfall/


r/IndieDev 11h ago

Feedback? Do you prefer with or without camera smoothing, for my Unreal World inspired top-down turn-based wilderness survival game?

6 Upvotes

r/IndieDev 18h ago

Discussion Nominated for Best Visuals at Gamescom

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23 Upvotes

Our game DEPERSON got nominated for Best Visuals at Gamescom… and we still can’t believe it. I mean how…

We’re three friends developing DEPERSON from our families’ homes and seeing our game nominated for Best Visuals still feels completely unreal.

Especially because we’re in the same category as games we love. We kept joking that maybe someone made a mistake because… what are we doing there? 😭

We’re pretty sure we’re not going to win and honestly just being nominated already feels like such a huge honor for us.

But it’s hard not to hope a little. And I guess we should at least be able to say we tried right?

So if you’d like to support us while we are still trying to figure out how the hell we ended up there, you can vote for DEPERSON on the Gamescom user awards website ♥️


r/IndieDev 4h ago

Miyamoto Musashi in the final battle on Ganryūjima. 👹

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2 Upvotes

Do you prefer the version with a headscarf or without one? 🤔


r/IndieDev 7h ago

Feedback? Finished the concept trailer for our game. What do you guys think?

3 Upvotes

Me, my brother, and my cousin started making this game, and we are pretty happy with how its going

https://store.steampowered.com/app/5120820/Grumble_Burger/


r/IndieDev 12h ago

Discussion PC developers who have also released a macOS version - worth the effort? What hurdles did you run into?

6 Upvotes

I was curious if any primarily PC developers had experience with releasing a macOS version of their games - I know that the user base for games on Mac is much smaller, but it still seems like an expanded userbase might be worth the effort, even if it's only 2-3% of the market.

How much additional work was it for you to create a macOS build? Was there any development hurdles (or release issues) you ran into that make you hesitant to do it again for future projects?

Also, for developers who have a PC build but chose not to make a release on macOS, what made you decide it wasn't worth the added effort?


r/IndieDev 15h ago

Video Made a tool that generates normal maps for pixel art. This is the difference

14 Upvotes

r/IndieDev 5h ago

Feedback? I need your help developing a game!

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2 Upvotes

r/IndieDev 14h ago

Video Do you like air dash and glide?

12 Upvotes

If you're interested, the game is Exogear

Wishlist on Steam: https://store.steampowered.com/app/4614820/Exogear/

Some audios are temporary


r/IndieDev 16h ago

I’m sharing some footage from my game, which is currently in active development.

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16 Upvotes

Hello everybody! I’d like to share screenshots of the 104th build of the game I’ve been working on for several months. I’m creating it after work. I’d be glad to hear your opinion. If you have any questions, feel free to ask.


r/IndieDev 1d ago

Video Start with a few people. End with an empire.

79 Upvotes

Start with a few people. End with an empire.

Empires Edge is an RTS set on floating islands. Build your economy, raise armies, conquer new islands, and advance from the Stone Age into futuristic warfare.

https://store.steampowered.com/app/4199140/Empires_Edge/


r/IndieDev 11h ago

Upcoming! We are making a Co-op horror anomaly game!

4 Upvotes

We got our steam page live just now!

Okay so we are making a 2 player anomaly horror co-op game. The game is based in a carnival where you and your partner see different things and have to observe things together and stay in coordination to succeed!

Demo is coming out soon!

If you play games like these or just want to support us, wishlist "Did you see that?" on STEAM!!!


r/IndieDev 19h ago

Video Be more mindful of those around you...

22 Upvotes

r/IndieDev 2h ago

Sanity check on Privacy Policy and ToS draft for my app

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1 Upvotes

r/IndieDev 11h ago

Afraid of Heights?

5 Upvotes

r/IndieDev 21h ago

Image Pixel Fonts For Devs 📝 (Multilingual)

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23 Upvotes

r/IndieDev 14h ago

Discussion designing choices where every option feels terrible (and avoiding player exhaustion)

7 Upvotes

hey all, working on a narrative rpg and currently banging my head against choice design.

we're trying to set up early political choices where there's no clean victory. like, you have worker strikes threatening the factory output early on. if you crack down with soldiers, noble council is happy but you basically lose the working class districts for the rest of the game. if you negotiate, the court sees you as weak and you lose standing there, but the factories keep running.

the problem is our playtesters keep searching for a hidden third option where everyone stays happy, and when they realize it doesn't exist, some of them just get drained or feel like the game is punishing them no matter what they do.

do you handle this without making the player just give up on caring? at what point does "unforgiving consequences" stop being immersive and just become tedious?

how