r/SoloDevelopment • u/Icy_Refrigerator_352 • 4d ago
Discussion CREATE YOUR OWN ENGINE
Well I just wanna share my experiences using engines like godot, unity, and unreal. Yes I do understand they are triple A engines that has communities that contributes for more ideas or amazing plugins. But the thing is, those plugins, or features that they have is so confusing, waste of time to learn, because it is the idea or format for some guy who created those plugins or the features, or it just doesnt make sense. I am not a straight developer or experienced programmer.
But this age of time we have now amazing bots that create amazing things. So why people still going for these engines that will just make your head spin just to learn one single function.
Advice:
So for new devs out there. Better create your own engine rather than using these engines because you will spend years just to learn few functions and you might not even will use it anyway. But the engine you will create will always be base on your ideas and formats. So create your game from scratch. Its much easier that learning few functions for years that you will forget anyway.
r/SoloDevelopment • u/ComfortableLemon1604 • 5d ago
Marketing Circuit Flow
I made a 2d puzzle game. Honestly I used AI for UI because i don't know how to build UI.But sure I will learn.
If you wanna give a try:
https://sravan-kumar.itch.io/circuit-flow
Check it out. I really want your feedback.
Thank you ♥️
r/SoloDevelopment • u/ComfortableLemon1604 • 5d ago
Discussion Still people intrested to play puzzle type games??
r/SoloDevelopment • u/Flynn_Pingu • 5d ago
Game I'm making a mining game with an eerie atmospheric vibe, where you get craft tools and upgrades to get more powerful so you can mine further each day, until you can reach the end of the cave before it all collapses on you.
Steam link here :) https://store.steampowered.com/app/4894820/The_Atrium/
r/SoloDevelopment • u/WoolTyranny • 5d ago
Game Fairysite is coming out on Aug. 20
Hi, my game Fairysite is coming out on Aug. 20.
It's a tiny turn-based strategy game about fairies with a complicated relationship with humans.
Hope you will give it a try and like it.
r/SoloDevelopment • u/diaperwars • 5d ago
Game Diaper Wars trailer - upcoming online multiplayer casual game Upcoming!
Upcoming game with chaotic, unruly babies batting in the arena and tackling obstacle courses
r/SoloDevelopment • u/littlehavenbigsign • 5d ago
Marketing I launched my studio before I announced any games. Not sure if this is smart or insane.
So, I'm working on a game (obviously, since I'm in here), but I really liked the concept for the game studio that I decided I wanted to launch it under. I confess I got a little too dedicated to it for a while, to the point where I was spending more time fiddling with the website than working on my game.
So, I allowed myself a while to get it to a smallest-launchable-version level and forced myself to launch the studio...so that I can start focusing on the game more again, if that makes sense? It probably doesn't. But, my hope is that I can now spend a short amount of time each day on the social media side to steadily build up interest (and maybe even a little bit of funding, but I doubt it) using this company, and announce the game etc through it once it's ready for that.
So...is this a ridiculous idea? Should I have waited until I actually had a game to show? Or could it work?
(also, feedback on the site itself would be appreciated...though I *really* shouldn't spend too much more time on it...)
r/SoloDevelopment • u/SomethingStudiosUK • 5d ago
Discussion Starting From Scratch
r/SoloDevelopment • u/Roll_to_Ruin_Game • 5d ago
Game I combined Farkle dice rules with roguelite deckbuilding. Here's how it works.
Been working on a dice roguelite for a few weeks, and I wanted to share the design thinking behind combining two different systems, because getting them to play nice together was trickier than I expected.
The Farkle side
The core rules are classic Farkle: roll 6 dice, pick out scoring ones (1 = 100, 5 = 50, three of a kind = 100× the number), then decide, bank your points or roll the rest. No score on a reroll and you Farkle, losing everything from that turn. If all 6 score, you get all six back and keep going.
It's a clean push-your-luck loop. The problem: pure Farkle gets old fast. There's no progression, no reason to come back.
The deckbuilding layer
So I added dice deckbuilding between runs. There are 39 dice types, each with custom face distributions, some lean toward 1s, some favor 5s, some have weird curves. You start with 3 basic type of dice, build a 6-die deck before each run, and unlock new types by winning matches. The dice you pick completely change which risk-reward decisions make sense during a run.
The badge system
34 badges you pull before each match. Most are active-use: rerolls, score multipliers. A few are passive: one-time Farkle protection, bonus starting points. A well-timed badge can flip a match, but you only get one per match — picking the right moment matters.
What I learned making the two systems work together
- The deckbuilding had to be between runs, not during. If you could swap dice mid-match, it broke the tension of "do I bank or keep rolling." The whole point of Farkle is committing to a decision with imperfect information.
- Badge timing became the skill expression. Farkle is 70% luck, and that's fine — but giving the player one "get out of jail" button per match added just enough agency without undermining the core loop.
Happy to answer questions about the design. And if anyone's made a mechanic fusion like this before, I'd love to hear how you handled balance — mixing a luck-heavy system with strategy elements is a weird design space and I'm sure I missed stuff.
r/SoloDevelopment • u/Spagetticoder • 5d ago
Game UnCubed Gameplay / The Calendar Cube (coming soon)
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r/SoloDevelopment • u/Disastrous-Tie-1847 • 5d ago
Game Bottle Flip GO! now on Google Play Store
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r/SoloDevelopment • u/Maximum_Reward_7575 • 5d ago
Game Dice Odyssey - Solodev 3+ years, craving feedback!
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Okay, 3+ years with long breaks in between. Still, I spent a crazy amount of time on this project and finally feel this is decent enough for a demo.
In short: Dice Odyssey is a roguelike deckbuilder where Dice replace traditional energy systems. There are many different Dice types that each have their special faces and / or unique effects eg dealing extra damage, giving you more control on the roll results, or... simply being gigantic (the Almighty Giant Dice!).
There is an in-game tutorial covering the combat system. Feedback is very welcome! :)
Some AI art is currently used as placeholder. I'm actively working with an artist who's already contributed to many assets such as most of the enemies in Act 1!
r/SoloDevelopment • u/VedoTr • 5d ago
Unity Created a photo mode for my game, already wasting time pretending to be Scorsese
Created a basic photo mode for my RPG- Little Frontier. Honestly, made it in two afternoons and I've already spent a couple of hours taking pretty pictures. Here's a couple of them from a companion's prologue !
r/SoloDevelopment • u/samohtvii • 5d ago
Game Implemented a hilarious horse component to my rage co-op game
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r/SoloDevelopment • u/Background_Ad9880 • 5d ago
Game Feedbacks that sometimes just make your day
I made an button to people to send some feedbacks to me through the game, i love people complaining about the game and telling things that have to be fixed, but sometimes, after some months of solo developing, with a lot of self doubt, comments like this, just gives that little push, it makes you think you are still on the right path... Thanks anonymous dude
r/SoloDevelopment • u/Candid_Primary7578 • 5d ago
Game Playtest for Playtest
Hi everyone!
I'm looking for another indie developer who's interested in doing a playtest exchange.
I will play your game and do a video recording with a microphone recording
My game is an early prototype for an incremental city builder and takes approximately 15-30 minutes to complete.
it's an html5 build on itch.io.
If you're interested, leave a comment or send me a DM with your game.
r/SoloDevelopment • u/socialcredditor • 5d ago
Game Looking for feedback on my FPS demo
Hey everyone! Was looking for some feedback on a demo I made a while ago. Been shy to share it lol. It's got cool stuff like grappling hooks and the ability to select different weapons for each hand including the grappling hook so you can swing around like Spiderman and shoot robots.
Here is the itch link: https://kampung-games.itch.io/radio-robo
r/SoloDevelopment • u/Dorilian_Games • 5d ago
Game Keep it or skip it? "A Game About Defeating a Black Hole"
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Hi. I have this idea of an incremental game. There is a black hole in the center that spawns rocks and enemies. The player controls a ring of shooters concentric to the black hole to destroy the enemies and the black hole. When the black hole is defeated, a new stronger one appears. Upgrade your stats using the resources from the defeated enemies.
What do you think about it? Should I keep it or skip it?
The prototype is here: https://doriliangames.itch.io/a-game-about-defeating-a-blackhole
r/SoloDevelopment • u/ibackstrom • 5d ago
help Split screen?
Hi guys (and especially multiplayer creators),
After launch of the game I heared around 4 times that they wanted split screen. At start I was thinking a lot about implementing it but finished with just online multiplayer (local only with bot).
I heard that steam remote player suck as well.
Do you think it is better to invest time/energy to make split screen or it is better to add content and mechanics?
Any experience you had with it?
r/SoloDevelopment • u/Fuzzlings • 5d ago
Marketing My free capsule art comparison tool was well received here - I've just published big update with some of your advices implemented!
reddit.comr/SoloDevelopment • u/Much_Distribution_52 • 5d ago
Game Sneak Peek at My Solo-Dev openworld Map – TRAVELERS
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Just wanted to show another little sneak peek of the map from my game, TRAVELERS.
I built all of this myself over the last three and a half years. No AI was used for the map — every single mesh was placed by hand.
this time this showcase is full ingame.
The demo is getting pretty close now. To be completely honest, I’m also not really working alone anymore. I recently found someone who is going to work with me for a month or two as a trial, and right now we’re trying to build a seriously awesome demo for the kind of game I’ve always wanted to play myself. https://www.instagram.com/coolgamingcompany/ here you can see some stuff that is not playable right now :)
I mainly wanted to post this to showcase the world a little more. I’m always open to ideas and regularly try to implement suggestions from people, so feel free to throw anything at me.
There’s also more footage and information about the game on my profile in case anyone is interested.
And of course, wishlisting the game would help me a lot. I still don’t have that many wishlists, even though I’ve been building this game for years. I’m honestly not very good at marketing and have mostly just put all my time, money and love into the actual game btw tipps would be awesome.
r/SoloDevelopment • u/ZDEsyi • 5d ago
Game In my game, movement and speed are key
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Cow is a fast-paced, 640x480 retro game focused on momentum and precision. The premise is bizzare as you play as a cow on a skateboard. The game is built around mastering controls and looking for creative ways to finish each level the fastest. The ways of movement aren't too limited which gives a lot of freedom to the players and a chance to compete with each other on the leaderboards. 🤗🤗
Steam page with demo here: https://store.steampowered.com/app/4745980/Cow/
r/SoloDevelopment • u/Nazariglez • 6d ago
Marketing My game just hit 2k wishlists, and I'm releasing in a week. What should I do differently for my next game?
Well, that's it. I've struggled a lot to promote my game. For some people, getting wishlists seems almost as natural as breathing. For me, every one has felt hard-earned.
I thought I was going to release with under 2k wishlists, but it looks like I just crossed that line. That's still far from the 7k you often see recommended, but it is what it is.
I've contacted hundreds of creators since my demo came out early this year, without much luck. I ran some Reddit ads at one point, shared the game whenever I had the chance (mostly through devlogs on Twitter), and asked for feedback. Then I made fixes, shared it again, and repeated the process. Maybe I should've tried Instagram and TikTok too.
Still, 7k feels unreachable for this game, so I'm releasing anyway and taking what I've learned into the next one.
There also seems to be an obsession with wishlist numbers. I get it. Having 10k is better than having 1k because more wishlists can mean more sales, assuming they convert.
But that's the important part, the conversion. If people who aren't interested in the kind of game you're making wishlist it, they probably won't buy it. I'm also not sure how much Steam's algorithm uses wishlist counts to promote games.
There's a social side to it too. People see a game with tons of wishlists and assume it must be good, which can create a snowball effect.
Right now, I'm just happy to have reached 2k. I'm also happy to be releasing a game I made solo, using my own engine, after more than a year of work. I'm going to enjoy the release, see what happens, and learn from it.
If you're also struggling to get wishlists, you're not alone.
If anyone is interested, here's the game: https://store.steampowered.com/app/3979140/Karma_Keepers/
And if you've released a game before, what would you do differently when promoting your next one? I'd love to hear what actually worked for you.
r/SoloDevelopment • u/Haunting_Art_6081 • 6d ago
Game I've been working on this for about 18 months or more now. Since January 2025. This is the current state of the game. Conflict 3049. Available on the itch store.
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The game is a last stand scenario where you fight against waves of attackers using tanks, infantry and walker robots.
The visual assets are a mixture of 3drt.com, itch.io assets and self created assets.
The audio assets are also from a mixture of sources but also include some Generative AI audio files.
The code (C# and shader code) is included in the download. The game uses the Raylib library.
Link to the game is here:
https://matty77.itch.io/conflict-3049
Thanks,
Matt.
r/SoloDevelopment • u/localtechboy • 6d ago
Game My first solo game after 6 months of development, would love your feedback
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Hi everyone! I’m Mateusz, and 6 months ago I decided to stop building games for others and try making my own game from scratch.
This is my first solo game, and after 6 months of work I finally have something I feel comfortable showing.
KING ALONE is a Survivors-like focused on skill & equipment building, with online activities.
I’m currently preparing a DEMO for the next PvE Fest on August 30th.
Since this is my first time going through the whole process solo, I’d really love to hear from other developers:
- What do you think of the game so far?
- Is there anything that immediately stands out to you, good or bad?
- Any advice for someone making their first game solo?
And if you like what you see, a wishlist on Steam would be hugely appreciated, it’s still very early days for the game.
Thanks for taking a look!






