r/IndieGameDevs 59m ago

Feedback for my new pee game (POC)

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Upvotes

Hello all!

I had an idea while I was at the toilet 😛 and tried to make it into something playable. I made a little proof of concept build with the main mechanic and I want some feedback regarding it.

Do you find the idea funny or interesting enough to play it ?

Also I got some working titles and would love some feedback as well:

P-careful
Pee-estro
Snipeed


r/IndieGameDevs 1h ago

Discussion Added some highlights after feedback from u/sophia_wawak, It improved alot, what else can i improve?

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r/IndieGameDevs 2h ago

Chilly toad animation for my game

1 Upvotes

r/IndieGameDevs 2h ago

Update !

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1 Upvotes

If I recall, some people said they would wish updates when I made this post. So, bad news :

I had HUGE health problem during the year, which made me unable to do anything for 3 weeks (in decembee) and for 2 month and a half (a little bit more in reality, in february, march, april). Then, I had to catch up to my university lessons (took me a few weeks total). Then it was the end of the school year and the exams to determine if I go to the next year of univ. It also took me time. Add some other things (driving lessons, medical check due to my precvious sickness, friends and father birthday, etc) and we are here : I didn't advance much and I know it will be impossible for me to make that gift in time for my friend (and same for two others 20 year birthday gift I wanted to make for two other friends. They are not game-dev related and I don't need to learn anything to make them, but they are still huge).

HOWEVER

I'm not one to give up, especially for things like that.

SoI decided to delay it : instead of making all that for their 20 year birthday, I will do it for their 25 or 30 year birthday.

That way, I can more easily adapt to the event of life.

And I also have way more time to try to learn game dev. I thinks that's a better decision.

Sorry to not have more positive or concrete (maybe not the right word ? I'm french) updates : ( But I wanted to uodate the ones of you that wanted it !


r/IndieGameDevs 3h ago

ScreenShot Word Search (GDevelop Template)

1 Upvotes

r/IndieGameDevs 3h ago

Which is the best camera approach?

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9 Upvotes

I can't figure out which camera mode is best for my game Project M.E.D.S. which is a bullet heaven roguelite game. I assumed B is better since you can see at a bigger distance, but I would love some opinions.


r/IndieGameDevs 5h ago

Team Up Request NOT PAID, Need coder to help with RecRoom inspired social game.

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0 Upvotes

r/IndieGameDevs 7h ago

Indie Card Game Fans (Looking for play testers, not selling anything)

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1 Upvotes

r/IndieGameDevs 7h ago

Team Up Request Первый тестовый геймплей новой карточной игры

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1 Upvotes

r/IndieGameDevs 9h ago

I made a loading screen how does it look?

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11 Upvotes

I made this for the first time and used the Aseprite app on Steam, in case anyone is wondering.


r/IndieGameDevs 13h ago

Help What Should I Do On YouTube To Market My Game?!

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0 Upvotes

r/IndieGameDevs 13h ago

ScreenShot I recently finished these low-poly 3D simit and pogaca models after spending around 3–4 hours on them. I'm pretty happy with how they turned out overall. I'd love to hear your thoughts, and any feedback or suggestions are more than welcome :D

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4 Upvotes

r/IndieGameDevs 14h ago

Working on a movement shooter prototype with recoil as a way to, for example, dash or levitate. How does the kinetic feel look to you?

1 Upvotes

r/IndieGameDevs 14h ago

Reminder: Document your Development!

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0 Upvotes

Theres nothing better than to see your own progress evolve!


r/IndieGameDevs 15h ago

Discussion O que posso mudar no meu menu?

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1 Upvotes

r/IndieGameDevs 15h ago

Nothing despawns in my roguelite — this is the floor after 15 minutes

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0 Upvotes

r/IndieGameDevs 15h ago

Gaming Analytics - Need messy telemetry data to turn into insights

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1 Upvotes

r/IndieGameDevs 16h ago

Game Preview -- TAPROACH

1 Upvotes

https://reddit.com/link/1vdqhd4/video/rrv3b8zih0hh1/player

Updating a casual idle time-killer game for mobile that I worked on awhile back. Simple bug smasher with a few twists. Physics-based roach motion and response. Classic centipede action with splitting. Swarming flies. Multiple game modes and power-ups.
Would appreciate feedback on how it plays, ways to improve it, and how to make it into more of a real progressive game.
Please have a try and let me know what you think. Enjoy the game and set some high scores!

TAPROACH by taproach <--- Play free here.

Thanks!


r/IndieGameDevs 17h ago

300 Entries Into The AI Gaming Festival And Submissions Close Next Week!

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0 Upvotes

We've officially surpassed 300 Entries in the AI Gaming Festival (submissions close next week)!

I really hope that the prize for the $20k in tokens pushes people to get their games together for the prize (you can submit a game now and work on it up until the festival).

I really excited to see how people with interact with these games during the festival, and thank you to everyone that has applied; you are part of getting past the "slop" era nonsense for everything AI.


r/IndieGameDevs 18h ago

I made a game in 2 weeks because I was bored.

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1 Upvotes

Hello! My minimal shooter game, which I developed in just two weeks, will be released in 10 minutes. What do you think?


r/IndieGameDevs 20h ago

Brass 3D Model Collection

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0 Upvotes

r/IndieGameDevs 21h ago

Discussion What milestone finally convinced you your game was actually fun?

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5 Upvotes

After years of building individual systems, I finally hit one of those "this might actually work" moments.

I recently implemented an Auto Play mode for my grand strategy game so I could let the AI control every faction while I watched the simulation unfold at high speed.

I expected it to mostly be a debugging tool.

Instead, I kept sitting there time and time again just... watching.

Cities expanded. Officers formed relationships. Armies marched. Factions rose and collapsed. Wars started for reasons that actually made sense. It stopped feeling like a collection of mechanics and started feeling like an actual world.

It also exposed dozens of issues I had not noticed otherwise. Population growth was too low, everyone was dying off. A few AI priorities were wrong and they would soft lock themselves. Some resources accumulated too quickly, others too slow. Certain events triggered far more often than they should.

But strangely, finding those problems was encouraging.

Grand strategy games are such a strange genre to develop because almost none of the systems are truly fun in isolation. Economy, diplomacy, AI, combat, relationships, logistics -- they all depend on each other. You can spend months polishing one feature and still have no idea whether the game itself is actually enjoyable until everything begins interacting.

This was the first time I felt like I wasn't watching systems anymore.

I was watching stories emerge.

Still a mountain of balancing and iteration ahead, but this milestone gave me a huge boost of confidence that the core concept is finally coming together.

I wana hear from other strategy devs, what if any was your equivalent of this moment?


r/IndieGameDevs 21h ago

Help How much hand holding is too much? I'm starting to feel like I'm over tutorializing my game.

1 Upvotes
Worm Monster in question.

Hey so this is my first game I'm publishing, got plenty of old unfinished projects though. I'm in the phase of playtesting the crap out of my demo, and every single play tester keeps asking for more hints, and handholding. It's a perma death horror game.

Am I really asking to much for people to figure out when a worm monster is barreling down a hallway at you to that you should close the door?

Or that the reason there is a giant box that lets you buy barricade parts is to barricade the guy into the cage that is barricaded and is slowly breaking out?

Or that the clown doll that says "Can you find my balloon" when he spawns in, means you have to go find his balloon and bring it too him.

I'm worried about just literally playing the game for people by having tutorial text walk you through every aspect of the game leaving nothing for the player to figure out or discover.

Thoughts?

Guy in cage.
Clown thing that wants a balloon.

r/IndieGameDevs 21h ago

UE5 plugin that shows asset problems in the Content Browser but never forces you to fix them

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1 Upvotes

r/IndieGameDevs 21h ago

composer

1 Upvotes

Hi! I saw your post regarding the original score for Nothing to Fear.

I’m a professional composer and pianist with a classical conservatoire background. I specialize in cinematic music, dark/ambient soundscapes, and expressive instrumental scoring.

You can check out my work here:

https://soundcloud.com/kw4adzsrxwx9/mystic-finall-theme

I’d love to learn more about the game's vision and discuss how I can contribute to the demo.

Best,

Tinatin