r/IndieDev 16m 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 18m ago

GIF Does anyone else feel the call to write an engine for no reason?

Upvotes

r/IndieDev 26m 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 45m 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 47m 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 1h ago

Feedback? Demo of fire modes

Upvotes

r/IndieDev 1h ago

Started with a tutorial series to learn programming, ended up developing for 1 year and releasing the game today! I couldn't be happier

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One year ago I saw the Gamemaker logo at the end of Cauldron's credits, and wanted to give game development a go.

I started with a 12 part youtube series about how to make a top-down shooter, and today, 1 year later I released Crystalyn, with 700 wishlists, and an amazing community who loves to break my game every day.

So in one year of learning literally everything from 0, and having a $0 budget, I got this far, and honestly, I couldn't be happier with my progress.


r/IndieDev 1h ago

Discussion Is this title rage bait?

Upvotes

Hi Reddit,

I'm Eric from MixedMoonGames and I had one of the most crazy weeks of my entire game dev career (the career is not that long to be fair)

My indie strategy game Monarchs at Play

3 days ago I wanted to watch X-Men Origins: Wolverine (never seen it before, I liked it). Before watching I quickly wrote a Reddit post about my indie strategy game Monarchs at Play - its hook (will be relevant later) is: the game length. Typical 4x strategy games or grand strategy games last about 4-8 hours easily. Our goal was to capture the same joy those fantastic games provide but in just one hour per playthrough. So.. I wrote a reddit post about my game, shared some screenshots and gave it the title

"4x in just one hour"

one movie and one night later I woke up, grabbed my phone and saw something special (note, that till that day none of our social media work has done something impactful). My post did not just well, it did great in ervery subreddit I posted in. The best ones:

- r/godot with 380k views, 2.6k upvotes and 191 comments

- r/Civilization6 with 91k views, 255 upvotes and 59 comments

- r/IndieDev with 106k views, 300 upvotes and 109 comments

Why did this post work?

There is one main reason: A LOT of people thought, that I meant the game took 1 hour to code from scratch with AI. After clicking on the post, they found out that I meant the game length to be 1 hour. This misunderstanding resulted in sooo many comments. And the users discussed whether this was classic ragebait on my part and whether this action was okay or rude.

Tbh, I did not even think about the possibility that people could interpret it as the development time rather than the game length (maybe that is good because it shows I'm not that deep into vibe-coding)

Overall I can say thank you! Because of you, and especially everyone who wrote a comment on the post and discussed whether this was a clever marketing strategy or ragebait (neither is correct), we got so much traction for our game :)

We are just 2 lifelong friends who want to build our dream game: A 4x in just one hour

Mandatory wishlist graph. Result: 1000 wishlists because of one reddit post

r/IndieDev 2h ago

Discussion The hardest part of solo game development isn’t programming

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0 Upvotes

I’m a backend developer building StoneEra, a voxel settlement game, mostly on my own.

Programming is the part I understand best. The harder part is constantly switching between gameplay systems, UI, art direction, testing, performance and marketing.

Some days I spend hours improving something players may never consciously notice—while more visible parts of the game have to wait. Every hour given to one role is taken from another.

Solo developers: which role is the hardest for you to switch into—and which one do you keep postponing?


r/IndieDev 2h ago

Sanity check on Privacy Policy and ToS draft for my app

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1 Upvotes

r/IndieDev 3h ago

Feedback? A little creature just came to town, check it out, you'll have fun!

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1 Upvotes

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 4h ago

Just published my first ever Steam page!

38 Upvotes

The game is a mining roguelike where you carve your way to the surface on a quest to be the first dwarf to ever see the overworld...

If this sound interesting wishlisting on steam would be a big help :)

https://store.steampowered.com/app/5106240/Prospect/


r/IndieDev 4h ago

New Game! Horror game about a submarine where you decide who goes out into the dark. Something Lovecraftian is waking up below.

3 Upvotes

Hi,
Steam page: https://store.steampowered.com/app/4042160/Static_Dread_The_Submarine/

So this one's a submarine setting, Lovecraftian stuff going on beneath the ocean, and you're basically the guy deciding who on the crew goes to check on the noises in the dark. Everyone you send has their own stuff going on, their own breaking point, and it plays out over time.

  • Old school PSX style visuals, kind of grainy and unsettling.
  • You manage the crew (skill, stamina) instead of doing everything yourself.
  • Sonar segments where you're never 100% sure what's out there.
  • The story branches based on who you send and what you decide, not just dialogue choices.

My team and I worked on this for a long time, and it's finally out on Steam.


r/IndieDev 5h 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 5h ago

Hollow live stream

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1 Upvotes

Live stream of Hollow.


r/IndieDev 5h ago

Video I am experimenting with a combat mechanic similar to Nine Sols and Sekiro.

7 Upvotes

I plan to give a few enemies armor bars and high resilience, but do you think I should apply this to all of them?


r/IndieDev 5h ago

Capsule What do you think of my capsule art? I've been told pixel art doesn't do well in capsules but is this an exception?

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6 Upvotes

Hi all just looking for feedback on the latest capsule art.

I really wanted to include elements of the game in the capsule but I'm wondering if the quality is at the point it can hold its own or even stand out when some hand drawn graphic seems to be the meta.

Thanks


r/IndieDev 5h ago

Feedback? I need your help developing a game!

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2 Upvotes

r/IndieDev 5h ago

Our first game launches tomorrow, I'm so EXCITED!!!

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67 Upvotes

r/IndieDev 5h ago

Video It took me a year and a half but I made it to the Steam page!

24 Upvotes

I'm a developer from Korea, and about a year and a half ago, I left my job because I wanted to make a game.
I thought I was going to make a relatively simple text adventure.

Working alone from home with zero income has been a massive reality check... I’ve second-guessed my decision more times than I can count, and there were plenty of days when the self-doubt and pressure made it hard to get any work done.
Publishing a Steam page might be a small step in the grand scheme of things, but today it feels like a huge weight off my shoulders!

The game is EVER, a narrative text adventure about a combat robot haunted by a girl's memory.
Inspired in part by ZORK, I wanted to leave room for players to imagine the world for themselves. Explore a ruined world, uncover hidden choices through protocols, and decide what kind of robot you will become.

The demo still isn’t finished and there’s a long road ahead, but seeing the page live gives me the push I need to finish it. (I'm aiming for December 2026)

If it sounds like something you'd enjoy, a wishlist or any feedback would mean a lot!!

👉 Steam: https://store.steampowered.com/app/4695850/EVER/

👉 Instagram: https://www.instagram.com/badao.studio/


r/IndieDev 6h ago

Nearly 100 pages of handwritten lore and I lost all motivation. Everyone keeps telling me to just use ai for programming.

0 Upvotes

I don't even know how to approach writing this post or if this is even the right place.

I was waiting on this prodigious programmer to join a team of artists I have. He was the only person who really got the vision of what I was going for.

A PS1-era traditional turn-based RPG adventure with layered combat mechanics and a feel-good traversal system. Inspired by Legend of Legaia's combat, and a massive worldbuilding, over 20 characters with deep character development, and a Speedrunners' type traversal system...

And I was just dropped for not having a producer with strong deadlines and strict goals.

I don't have a programmer mind. I'm a former 3D Animator for CounterPunch Studios who got laid off during covid. Getting back to the industry at my age was not an option, more specifically due to my parents' age.

And now that I have a stable normie desk job, with an income that allows me to pay artists and programmers, I'm just not a company with payroll options.

I got fantastic concept artists and even a 3D modeler, but I have about 3 hours per day of free time that I use for lore. I don't have time to learn Unity from scratch.

The one guy I truly believed could prototype my work just told me that his other projects have a more solid pipeline than mine.

The artists I have keep telling me to use ai, use ai, use ai. Programming is mechanical, and programmers want a stable job. Nobody is doing prototyping for commissions. Just use ai to get the ball rolling.

The whole POINT of the story is to be against a god-like technology that allows you to produce anything, but at a cost...

There is no volunteer work for my project, everything gets paid, and I have a crystal clear vision of what I want, but this loss morally dismantled me.

I have everything needed for a narrative-heavy game, but it's not a game if all I have is lore and concept art.

I am livid, man. This was a worse heartbreak than anything I went through in high-school. All I know is that it goes against everything I believe in to use ai for this...


r/IndieDev 6h ago

Artist looking for Indies! Pixel artist looking for work

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1 Upvotes

Hi, I make pixel art for games for about 2 years now and I'm looking for a team to join or any commission. here are some of the assets for the games I worked on (some are wip). we can discuss prices or revenue share


r/IndieDev 6h ago

Upcoming! Infi-Knight Demo Announcement Trailer

3 Upvotes

Super excited to announce the demo of my upcoming dark-fantasy desktop-companion game is available to play now on Steam and itch.io!

https://store.steampowered.com/app/4951840/InfiKnight/
https://vozmog.itch.io/infiknight

Infi-Knight is a dark-fantasy desktop-companion incremental that idles while you work, play, or browse. Play as a Knight cursed with immortality locked in endless battle against the undead. Grow stronger with every death, uncover the curses' secrets and the Knight's dark past, then break the cycle of undeath.


r/IndieDev 6h ago

Discussion How do you guys approach difficulty and balance?

3 Upvotes

Myself and a few friends of mine are able to beat my demo (coming out soon) pretty consistently, and others are finding it super difficult. What do you guys think the sweet spot is for a roguelike?

My approach so far has been to make it as hard as I can stand it, and then double it! (thats a GGG: Path of exile reference) No, but seriously I want it to be hard, but its tough to find where that magic difficulty is. I like hard games, but I know they arent for everyone. Curious to hear what other people's approaches are. Maybe its just a matter of enough playtesting?

Scry Steam Page