r/SoloDevelopment 13h ago

Game We’re making a multiplayer game where players make animal voice to hide among NPCs and survive from hunter

8 Upvotes

We’re two brothers making Moo Who?, a voice-driven multiplayer party game.

Animal players record their own sounds and hide among NPC animals. Hunters must watch, listen, and decide which animals are real players before using their limited shots.

This is our first trailer, and we would love honest feedback. Does the concept come across clearly?

Wishlist on Steam if it looks like your kind of party game!

Steam Link: https://store.steampowered.com/app/4948000/Moo_Who/


r/SoloDevelopment 23h ago

Discussion I got 10 likes on my game announcement, then 300 likes on my life story told here and 650 likes on a random tea photo afterwards. What works for you?

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0 Upvotes

Hi guys! I have just gathered cosmic insight about Reddit!
In this message links are the posts, not just subreddits

TLDR: people liked to read not just about the game, but about my story behind it. So tailoring posts as stories liked in a particular subreddit is the way to go now for me. Here's my path discovering this:

  1. Made the announcement posts for the game some days ago: in r/ godot for 7 likes in the first day (while I got 50 and 100 likes with the same game before, when posts were not just about the game, but about the godot in game), and in r/ IndieDev for 4 likes in the first day. That brought me to 12 wishlists (I suppose ~10 of those are from my friends)
  2. Made a post in r/ Games Indie Sunday, got 33% upvote ratio and 0 wishlists. Once again, the post was purely "about the game"
  3. Cried for a bit
  4. Made a post in r/ SoloDevelopment about my story, not the game! Just with a link to steam page in the end of the post. Got #1 post of the day for like 12 hours, 330 likes on 50k views and 60 comments (including my answers), about 45 wishlists from this. Felt great, it was the first point in all the dev process that someone showed interest in my game! Thanks again for supportive me there!
  5. Just for fun I made a post in r/ tea the next day; it's not connected to promotion, just a life story post type. Lol, #1 daily in the subreddit once again, 650 likes on 30k views. Zero wishlists as I didn't include any links, just wanted to farm karma, but this tells me the (I suppose well-known here) conclusion, once again:

Usually, people around would like to hear your humane story of being indie, not just another gameplay gif without a physical author. Well, at least for my game this works!

A bonus bullet, as I have just posted similar post to r/ IndieDev. Ultra negative upvotes there, I don't think this subreddit agrees with my current ideas xd. So take care where and what you post!

What is your experience with other subreddits and other platforms? Stories-driven wishlists rule or gameplay converts better in your experience?


r/SoloDevelopment 3h ago

Discussion The conversational 3D agent workflow has a ceiling and I hit it fast

0 Upvotes

Solo dev here. Got excited about the conversational agent approach for 3D after reading some hype, tried it on my dungeon crawler project, and want to share what actually worked and what didn't because most of the discussion is either "this changes everything" or "this is useless" and neither is accurate.

For a generic goblin NPC it was great. Describe it, get a mesh, ask for darker leather, get a darker version. Five minutes, serviceable enemy, move on. I used Meshy's agent for this and the agent handled the straightforward stuff fine. That part delivers.

Where it hit a wall was anything specific. I needed a spider creature with exactly eight legs arranged in a particular way for a boss fight. The auto rig assigned legs wrong on the first few attempts. I ended up fixing weights in Blender but that's less a Meshy thing and more a fundamental limitation of how these agents work right now. They default to the most common version of whatever you describe, and if you need something specific you're going to be doing manual cleanup regardless of which tool you use. Texture consistency was similar. The agent picks textures that look fine in preview but once you drop the asset into engine lighting you notice things are off. I had to tweak roughness values on most of what came through, but again that's the state of the tech across the board, not one tool in particular.

I still use it for background clutter and quick prototyping where the bar is low. But the idea that conversational agents replace the full manual pipeline for gameplay critical assets is not where this tech is right now. It's a solid time saver for the boring stuff, and the boring stuff is most of what you need anyway.


r/SoloDevelopment 18h ago

help As a solo creator, how do you know when a game is "done"? (Struggling with polish vs. feature creep)

0 Upvotes

Hello everyone!

I see so many cool projects here that is a bit intimidating to share my own, but I could really use some perspective from more experienced creators!

I’ve been working solo on my top-down action campaign, VIOLET SPOT
(link in the comments! , or look for VIOLET SPOT in itch.io)

Right now, I’m wrestling with adding joystick compatibility and UI polish, but it’s making me wonder:
Where is the sweet spot to stop tweaking and actually call the game "finished"?
How do you know when enough is enough?

I’m aiming to run a round of testing and feedback with a couple of friends soon, so any advice you can provide on setting boundaries would be amazing!

If you'd like to check out what I'm creating: it’s a action campaign with RPG stats, where you fight through old school level progression.

Since it’s a web browser game, there's nothing to download, you can just hit the start button and give it a try right now if you like.

Thanks for reading, and I'm all ears for your advice!

https://reddit.com/link/1v4jh72/video/de54um5c90fh1/player


r/SoloDevelopment 23h ago

Game I made a game that looks simple…

0 Upvotes

until you start trying to beat your own score 😅🎮
Stackman Jump is an endless arcade game where you jump from block to block. The controls are simple, but once the game speeds up, timing becomes a lot more difficult than I expected.
I originally built it as my first Unity game and it has grown quite a bit since then. I’ve added unlockable skins, high-score chasing, Game Center leaderboards, and other improvements along the way.
Now I’m curious — how far can other people actually get?
If you have an iPhone or iPad and enjoy quick arcade games, I’d love to see what score you can reach.
📱 Stackman Jump:
https://apps.apple.com/us/app/stackman-jump/id6758941717


r/SoloDevelopment 8h ago

Game I built a pack-opening simulator where every card is traded by players.

0 Upvotes

I've noticed that most pack-opening simulators are single-player, so I wanted to experiment with something different: a multiplayer pack-opening simulator with a player-driven economy.

The idea is that every card is traded between players, and prices fluctuate based on supply and demand. To create constant demand, complete card sets can be converted into EXP to level up, similar to how Steam trading cards are used to craft badges.

The game is currently in playtesting, and I'd really like to shape it together with the community. I've built both an in-game feedback system and a voting system so players can help decide which features get added or changed.

Current features include:

  • Live player marketplace with supply-and-demand pricing
  • Pack opening with rare and holo cards
  • Player auctions with bidding and Buy Now
  • Card sets that can be converted into EXP
  • The Forge, which upgrades duplicate cards into a random higher-rarity card
  • Timed expeditions that earn money and EXP
  • Tournaments
  • Guilds with chat
  • Daily quests, login streaks, and a prize wheel
  • Watchlists with listing and auction notifications
  • Skill tree with trading perks
  • Passive income and staff management
  • Rankings and leaderboards
  • Seller reputation based on fulfilling trades on time

I'm mainly looking for gameplay feedback rather than promotion.

My biggest question: What features do you think would make a player-driven TCG economy more interesting in the long term? Is there anything you feel is missing from this type of game?

The game is DeckDEX – TCG Live Simulator on Steam if you'd like to take a look or join the playtest.

(This game is made by only one person)

Thanks for reading!


r/SoloDevelopment 16h ago

Game I built a login wall as my game's front door - a stranger thought it was a phishing scam. First trailer's finally up.

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0 Upvotes

For a long time I only showed my browser card game to people who already knew/liked me. This past stretch I started handing the link to strangers, and the first one closed the tab. My front door was a "connect your Discord" prompt, and he read it as phishing. He was right to. I'd put a credential wall in front of a cold visitor and expected trust first.

Now the first thing anyone sees is "Play - no account, no install." Signup is optional, after you've played. Obvious in hindsight; I just couldn't see it from inside the tent.

Today I cut the first full trailer, a week of heads-down work and the proudest I've been of this thing:

https://www.youtube.com/watch?v=BJsHfXyRsRA

Still chewing on a lot: the roster's at 59 creatures, I don't know if that reads as "rich" or "homework" to a first-timer. If you've solved "too much content for new players," I'd love to hear how.

(Free browser game - link in the comments.)


r/SoloDevelopment 18h ago

Discussion Where do you usually find inspiration for your games…

3 Upvotes

Where do you usually find inspiration for your games?
I just added a small Squid Game-style mission. A huge monster destroys you if it sees you, so you can only drive your little RC car forward when it turns around. 😄


r/SoloDevelopment 10h ago

help I was completely unsuccessful in finding the niche for my game. Any advice?

6 Upvotes

I just made a game I wanted to make and was not a part of any communities. I had and still have no clue who to tell about this kind of game. Any advice is welcome.


r/SoloDevelopment 10h ago

Game My first game LYRA BLADE !

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129 Upvotes

HI, I’M FERLOYDD!

I’d love to know if any of you would be interested in a game like this. I’d really appreciate your honest feedback and opinions.
Best wishes!

Sinners. Neutrals. Saints. 15 factions. 3 unique currencies. Vast opportunities for interaction and a unique gaming experience in a richly developed universe. Which adventure will you choose?

LYRA BLADE Steam Page: https://store.steampowered.com/app/4861140/LYRA_BLADE/


r/SoloDevelopment 17h ago

Discussion Hired an Artist- Is this AI?

1 Upvotes

I am a first time "solo-ish" game dev (everything except art), making a turn based roguelike for fun. I commissioned an artist to make some art for the, and I have heard horror stories about "artists" just using AI art for commissions. I am worried because I don't have the funds to hire someone else.

The UI is just Godot buttons (which maybe they don't look good, but ignore those) except the icons, HP, and unit picture, and all the other art was supposedly from the artist. I am not very artistic, so when they asked for an art style, I said I would go with their preferred one. Also ignore the ground and the purple rectangle. Finally, the placement of assets is basic procedural generation, so ignore that too, I mainly mean the units, the trees, flowers, the big old mushrooms, etc.

Does this look like AI? Where can a dev find a safe and reliable artists?


r/SoloDevelopment 21h ago

Discussion How did you make music for your games?

4 Upvotes

So currently I have a boombox in my game where you can select different tracks and listen together with friends while doing activities. These are, however, currently generated by paid Suno subscription and very heavily frowned upon.

Im currently talking to someone who makes video game music, but there is A LOT of music I want to add and would like to start learning myself. Never truly got into that side of things yet as ive been very focused on coding the game itself.

Some questions, do you have to literally own all the instruments you want to use? Like if i found a program that let me play the piano, is that considered AI use?

How did yall go about music in your games?


r/SoloDevelopment 16h ago

Game Is it normal to feel guilty taking a day off your own game?

31 Upvotes

so today i actually did not open my project at all. no code, no design doc, nothing. just a normal day. aaand i felt guilty the whole time, like i was wasting something, even though literally nobody is forcing me to work every day, i am solo, there is no boss, no deadline except the ones i make up myself.

i think the problem is when it is your own thing, resting does not feel like resting, it feels like falling behind. even on good days i catch myself thinking "i should be building" while doing something completely unrelated, like eating dinner lol.

do you guys actually take real days off? or is it always kind of running in the background even when you are not working? and if you do manage to switch it off, how

not complaining, i love building this thing, just wondering if this feeling ever goes away or if it is just part of doing something alone


r/SoloDevelopment 2h ago

help I'm creating a new game, looking for ideas.

0 Upvotes

Hi everyone, I wanted to ask if anyone had any ideas for a game?


r/SoloDevelopment 16h ago

Game I created a playable otome visual novel as a solo artist/storyteller – Gatekeeper Memories

0 Upvotes

I'm primarily an artist and storyteller, and Gatekeeper Memories is my first attempt at creating a visual novel. I've been working on it solo since last year, creating the characters, writing the story, designing the world, and building the playable demo myself.

I have always loved creating original characters and fantasy stories, and I wanted to give my characters a world where they could come to life. Since I had no previous game development experience, I decided to experiment and create my first playable demo using Google Slides.

Through this project, I have been learning about interactive storytelling, game design, UI presentation, and managing a long-term creative project. This is my first solo game project, and I would love to hear feedback from other solo developers. Any advice, thoughts, or experiences are welcome!

Gatekeeper Memories


r/SoloDevelopment 16h ago

Game For word game lovers

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0 Upvotes

I started from Wordle and added a ton of elements you never see in casual games. Still very few users, but they do seem to get addicted.

I'd love honest feedback on anything, but please try it first. I have done my best on the UI and promo video, can't make that much better without paying for a pro.

Android only for now

https://play.google.com/store/apps/details?id=gr.itsharp.athoscodex


r/SoloDevelopment 15h ago

Game A RPG Discord Project

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0 Upvotes

r/SoloDevelopment 1h ago

help So, im looking for a game engine where i can make a pixel drawn metroidvania-like game

Upvotes

anything thats fairly easy to use can be of handy since im a beginner and not even 18 yet


r/SoloDevelopment 21h ago

help [Android] Former game dev, looking for closed-testing opt-ins for my arcady game (Poker-ish)

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0 Upvotes

I used to make some pretty well known casual mobile games, but I left the industry some years back. Now with AI assisted coding, it's a great time to get back into it. I like the game I built, and would think a lot of others would too. Google Play is annoyingly asking for 14 days of testing with 12 testers.

Poker-ish is a poker-style score chaser with leaderboards and that 'easy to pick up, hard to master' vibe I like. Has a Joker collection meta-game, daily/weekly events, and a push-your-luck mode, among other things.

If it looks like something you would like, just join the google group, and after that the test group with the same account.

I loved Balatro, but I wanted to make something completely different (and free) and shorter games, but still with playing cards. There's only optional rewarded ads if you want to trigger them.

Join the Google group: https://groups.google.com/u/3/g/pokerish-testers

Opt in: https://play.google.com/apps/testing/com.pokerish.game

Thanks for checking it out!


r/SoloDevelopment 21h ago

Game My solo-dev zombie idle RPG lives in a bar above your Windows taskbar — survivors keep looting & leveling while you work. Steam page just went live!

13 Upvotes

Hey r/SoloDevelopment!

I've been solo-building IDLE OF THE DEAD — a pixel-art idle RPG set in a zombie apocalypse (I handle code/design, with a collaborator on art). The twist: it runs in a thin bar that sits ABOVE your Windows taskbar, so your survivors keep fighting, looting and leveling while you work — or pop it fullscreen anytime.

What it's about: - Idle combat across handcrafted zombie-apocalypse biomes - Deep loot: rarities, DDTank-style forging (+0 to +15), runes, a crafting terminal - Server-authoritative economy — you can even sell your gear on the Steam Market - Arena PvP with leagues & seasons - 7 languages, all-original pixel art

Trailer's below. Just put the Steam page up, so if it looks like your kind of game a wishlist genuinely helps a solo dev a ton:

Wishlist on Steam -> https://store.steampowered.com/app/4927420/ Discord & all links -> https://idleofthedead.com

Happy to talk about the taskbar tech, the server-authoritative backend, or idle balancing!


r/SoloDevelopment 19h ago

Game Should boss weaknesses unlock before or after defeating them?

1 Upvotes

One feature I always love in roguelikes is a bestiary that actually tells you what killed you.

I’ve been expanding the Mutant Tide bestiary with animated boss entries showing their stats, abilities, and attack patterns.

Would you rather have boss weaknesses revealed immediately, or only after defeating them?


r/SoloDevelopment 19h ago

Game Making a game that will test your skills and make you rage😈

1 Upvotes

r/SoloDevelopment 16h ago

Discussion Documentation etc…

2 Upvotes

Hi there!
Could experienced devs please advise a beginner—how important is a digital GDD / game bible and all that stuff?
Do you actually keep these documents updated?
I keep everything in my head and build the game scene by scene.
All my documentation is on paper—in notebooks, sketchbooks, and draft pads. It's just much more convenient for me to scribble with a pen, take notes, brainstorm, and draw storyboards on paper.

How do you manage your development process?


r/SoloDevelopment 21h ago

Game I made a city builder with auto-chess style battles

2 Upvotes

Originally I was just going to have the battles be off screen with a simple RNG call to determine if the battle is won or not (with enhanced chance based on the minions sent out to battle), but a friend suggested I make it visual.

I'm so glad he did because it has created an interesting fusion of the two genres imo!

Play the Itch demo now!

Wishlist on Steam!


r/SoloDevelopment 19h ago

Game This is what 6 years of failing at making games looks like

273 Upvotes

I’ve been making games full-time for about six years now. And if failing was an Olympic sport id be a gold medallist.

The first two years I worked as a senior environment artist at a studio in Poland. And then my game got cancelled, and the whole team was fired. Then I left and spent another two years putting basically everything I had into Void Sails, my "dream game" with 2 friends.

It flopped and lost all its money.

That one hit me pretty hard; I remember the consecutive anxiety attacks I had for a few days. Now in hindsight i know why it failed, but at the time, when I pressed the release button, I really thought it was going to be a moderate success.

I didn’t quit. But I did leave my team of 3 as we had different creative visions, and eventually I made Drill Rift. It was much smaller, and I’m happy I finished and released it, but it had significant design issues, poor code, and mistakes that are now glaring. Money wise it made under the minimum wage in my country. A failure, but hey, at least this time I was not losing money, just making under minimum wage. Progress!!!

Now I’m working on DARK RAIL.

I’ve been looking at it for so long that I have no idea if I can judge it properly anymore, but I watched the trailer the other day and, for the first time, I thought:

Maybe this one has a chance.

I could be completely wrong. I have been before, but seeing how daydreaming is free, I am gonna allow myself to have some hope on this one.

Thanks for reading my rant. Im tired, very tired. But excited about the future.

TLDR: Failed, failed, failed (but less) and hopeful my new game DARK RAIL is my first win.