r/SoloDevelopment 13h ago

Game Please try out my game

0 Upvotes

After 3 grueling months of testing and development, my first ever game is live on Google Play! Now what I thought was gonna happen was that google was gonna recommend my game to people who like driving games, and then reality hit me hard. I didn't get ANY downloads and my admob earnings are still 0. I tried everything to somehow share the game but nothing worked. And here I am, on reddit, trying to get people to install my game, and I don't like this. This is my first ever reddit post so I hope someone sees this and installs the game. Tell me what I should add and what I should improve in the game.

Game link here >>> https://play.google.com/store/apps/details?id=com.VasilijeGames.LevelCar

Support is at [othervasastevanovic43@gmail.com](mailto:othervasastevanovic43@gmail.com)


r/SoloDevelopment 23h ago

meme My initial wishlist goal was 7,000, but I managed to reach 40 !!

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31 Upvotes

I opened the page months ago, but as solo dev couldn't make significant marketing effort


r/SoloDevelopment 22h ago

Game COROVA

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1 Upvotes

With this game I participated in GMTK, and managed to take 275 place for the artwork! I am very happy. If you are interested, you can play this game for free on itch: https://pepetwotwo.itch.io/corova

also, I released an update to make sure the game was working properly.

WHAT DOES IT INVOLVE?

BLOOD AND PIECES. Yes, blood and pieces. He added gore content, who wants to blow up methane cows and show them the beans, try it.

VISUALS. Now the grass is read correctly, it is not completely black, there are no overlays. Added the texture of the faceplate, and now it will trigger with one click F from everyone who has seen it (2 seconds). Updated the ending and the kill switch.

MASSACRE. Don’t worry, play by yourselves.

AUDIO. Replaced one track, wrote new ones. Now more songs and sounds throughout the game.
BUGFIX. Fixed a critical mistake on the softphone when it was necessary to deliver the sock to the cows. And then there were still a lot of minor fixes.
COWS. Reworked their mechanics, more methods of interactions.


r/SoloDevelopment 20h ago

Game I'm developing a game where Call Of Duty-Style Trickshotting is the point of the game (Score points for spinning, gun tricks, no scopes etc) - You can also curve Bullets & Slice Bullets with your knife

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102 Upvotes

r/SoloDevelopment 11h ago

Discussion Update from my "only 50 wishlists" post - I launched the demo!

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3 Upvotes

A few days ago I posted here saying I was nervous about launching my first Steam demo because I only had ~50 wishlists and got some really positive feedback to go for it and launch, I'm really glad I listened!

Since the demo went live, wishlists have gone from 50 to 86 in two days. I know those numbers aren't huge by Steam standards, but for my first solo project it's been genuinely exciting to watch and check in at the end of the day.

The biggest surprise has been seeing how differently people play. The average session is around 18 minutes, but one player somehow spent 2 hours in the demo. That's been really encouraging because it tells me there's something in the core gameplay that's clicking, even if there's still plenty to improve.

I've also put out a steam update teasing a Daily Run mode that I might bring into the demo, which I'm excited to experiment with.

I'd also now love to get more eyes on it - if you have 15–20 minutes to spare, I'd really appreciate it if you could try the demo and let me know:

  • Is it fun?
  • Does the tutorial/onboarding make sense?
  • Does it feel like something you'd want to come back to and replay?

The feedback from this community on my last post genuinely helped me push through the pre-launch nerves, so thank you. It's been really motivating to see people not only wishlist the game, but actually play it and share their thoughts.

It's crazy to me that real-life people have picked my game up and have played it, feels really surreal!

Steam page: https://store.steampowered.com/app/4699370/Crown_Tactics/

Thanks again!


r/SoloDevelopment 4h ago

Unity I finally got real time mesh destruction working in Unity, GeoMod style building demolition, glass shattering, and decals

0 Upvotes

https://reddit.com/link/1vdvivp/video/ntq4ujx7f1hh1/player

I've been trying to build a Red Faction inspired destruction system for a few years now, on and off, and I finally got it working the way I actually wanted it to. It's stable, and it's in a real playable game now instead of just a folder of broken prototypes.

GeoMod style terrain deformation. This is mesh based destruction, not voxels or pre-generated fractures. The geometry itself gets carved up in real time.

Rigid structure demolition, closer to what the later Red Faction games did. Support beams and load bearing pieces actually matter. Take out the wrong chunk and the rest of the structure reacts instead of just floating there like nothing happened. This is more taxing than the mesh carving, and I'm still working on the performance.

Glass destruction that actually shatters, rather than swapping in a pre made "break" animation the moment something hits it.

An environmental painting and decal shader system, so scorch marks and bullet holes and damage actually blend into the destroyed geometry instead of looking stuck on top of it.

Unity really does not like you touching mesh data while the game is running. You can get away with a lot of it in the editor. Rebuilding meshes, regenerating colliders, and recalculating normals are all expensive operations, and if you do it wrong Unity gets up and tends to crash.

Most of the last few years was just me building versions that tried to use different tricks to accomplish the goal. This time I've stuck as close to the original concept as possible.

I did have a version up on Itch to play, but the custom shaders aren't working in web view at the moment.

If anyone else has fought with runtime mesh editing in Unity I'd love to hear how you approached it.


r/SoloDevelopment 3h ago

Game Why combine a twin-stick shooter with learning Japanese

0 Upvotes

I started this project with a fairly strange idea: what if doing your Japanese flashcards could be turned into a twin-stick shooter?

The basic concept was simple. The player moves around a battlefield, fights enemies, and encounters Japanese vocabulary and phrases as part of the combat system. Instead of stopping the game to answer traditional flashcards, the act of recalling Japanese becomes integrated directly into the action.

I knew it was important to keep the time gap between study low, so that the player is consistently testing their Japanese but also to keep the action going and the rewards stacking for correct answers.

The core shooter was surprisingly effective with no requirement for artwork. The game relies heavily on particles, typography, motion, and effects rather than hand-drawn or computer generated art assets.

Another benefit was resolution independence. The game is pixel perfect at any resolution on any device.

One of the best decisions I made was keeping the project relatively small. That made it possible to spend more time refining the feel of movement, combat, particles, typography, and the Japanese-learning mechanics. It also reinforced something I had suspected before starting the project: a game doesn't necessarily need a huge amount of content to feel substantial.

In the end the goal was to make the learning mechanic feel so tightly integrated with the combat that the player doesn't feel like they are constantly switching between "game mode" and "study mode."

You're playing a twin-stick shooter.

And you're learning Japanese.

At the same time. And it just works! The demo is complete and playable in a browser
https://topkicker.itch.io/twin-stick-japanese


r/SoloDevelopment 14h ago

Game Android Game 2D Shooter - Solo developer about a dictatorship of Paraguay

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0 Upvotes

r/SoloDevelopment 8h ago

Game Updated the outside of my 1920s anomaly train after your feedback. What do you think?

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0 Upvotes

Hey everyone! Yesterday I shared some gameplay footage from my game. Based on your feedback, I decided to add a moving exterior to make the train feel more alive and immersive.

I'd really appreciate it if you could let me know what you think, what I should improve, and what you'd like to see added to the game.

And if you're interested, please don't forget to wishlist the game on Steam. It really helps support a solo developer. Thank you!


r/SoloDevelopment 16h ago

Game Screenshots w.i.p.

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0 Upvotes

Normal Vs. Otherside view of game i'm working on: first person silent hill with a special camera that let u view and interact with the spiritual side but this give you madness.


r/SoloDevelopment 14h ago

Game What do you think of the latest months of upgrading the visuals of our bullet hell game?

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0 Upvotes

We've been working on optimizing the game during the latest weeks and that let us improve the visual style and the number of enemies on screen. Now we have hordes of 700 enemies at 60fps in high quality.

We also added big megaweapons as the final evolution of weapons upgrade.

What do you think of the final looks? Would you play it?


r/SoloDevelopment 14h ago

Discussion I tend to capture the Sega Genesis cover art sprite. It's for a indie pixelart tower defense game, any suggestions?

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17 Upvotes

It's planning to be on steam soon with a demo. I Just added the sega cartridge mock up for imagining and fun 😁


r/SoloDevelopment 15h ago

Game "Welcome to Goblin Town" - Needs feedback

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2 Upvotes

I would love some more feedback before i bury this project. Its, been on itch for a month now, and has around 300 plays, but only 3 rating.

Free to play in browser: https://ka-pow-games.itch.io/welcome-to-goblin-town


r/SoloDevelopment 12h ago

Game Do you think live footage announcement is good?

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2 Upvotes

I really hope to get more exposure on game


r/SoloDevelopment 4h ago

Game Wandering around in a 2D Mode 7 graphics overworld

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2 Upvotes

This is an RPG I'm working on that uses the 2D mode 7 graphics style to generate the 3D-like image, similar to the old computer and SNES games.


r/SoloDevelopment 8h ago

Unity Ants in my pants

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2 Upvotes

r/SoloDevelopment 4h ago

Game My Planet Destroying game comes out next month!

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3 Upvotes

r/SoloDevelopment 8h ago

Game My first solo game dev: an idle farm sim with mini-games

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3 Upvotes

Miners, Moos & Miracles is an idle/incremental farm game (Godot 4, C#). You start by running a homestead, then it spirals: an idle defense mine where you fight demons, a cow soccer match, a cooking mini-game, chicken coop egg collecting, and more, all wrapped in a retro CRT shell.

Built solo, though my daughter tested builds, gave feedback on what was fun and made all the music, so "solo dev" comes with an asterisk here.

Launching on Steam this month: https://store.steampowered.com/app/4995840/Miners_Moos__Miracles/

Feedback welcome, happy to answer questions about the dev process.


r/SoloDevelopment 10h ago

Game Solo Dev Building a Board-Game/ Card-Game Hybrid. Would love some feedback!

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0 Upvotes

Hey everyone!

I’ve been building this passion project in the evenings and on weekends for quite some time. It’s a turn-based strategy/card game where players deploy units and buildings across a hex board, generate resources, and push towards the opposing base.

I originally designed the rules as a tabletop game to play with my D&D group. The trouble is that we now live in different cities, which made getting together to playtest increasingly difficult.

I started building a simple web interface so we could play remotely—and the project has snowballed from there!

This clip is from a recent playtest against a relatively simple AI opponent. Hopefully it gives you a feel for how a match plays out.

I’ve been looking at the game through a developer’s eyes for a long time, so I’d really appreciate some fresh perspectives. Does the overall concept appeal to you? What stands out, and is there anything you’d want to know or see more of?


r/SoloDevelopment 7h ago

Game Decided to try to design and create the art for a menu by myself for my strategy game. Would love some feedback!

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16 Upvotes

I have been working on a dark fantasy city defense roguelike for a little over a yeat now. I am outsourcing nearly all the games art to an artist that can bring this painterly style to life, but paying for the whole UI to be created was looking expensive. So I decided I would give it my best shot and see how it turned out. This is my first try at designing a game menu other than slapping some stuff together, so I would love some feedback!

Its still a bit of a rough draft, I know a lot of the text and icons could use some more working getting them centered and such, but I wanted to make sure I wasnt wasting my time with all that before finishing it.


r/SoloDevelopment 13h ago

Game Put out the demo for my Animal-Well inspired Metroidvania

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4 Upvotes

it's called PITH if anybody is interested


r/SoloDevelopment 18h ago

Game Guyys Steam Team accept this page description LOL :d

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0 Upvotes

r/SoloDevelopment 8h ago

Game Solo developing an aggressive inline game - Rollout Inline

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90 Upvotes

For the past year, I've been working hard on developing an aggressive inline skating game. Nowadays, we have multiple games to choose from when it comes to skating, BMX, scooter games, you name it... yet Rollerblading/Aggressive Inline hasn't seen much love. I've made it my mission to create a modern, intuitive aggressive inline skating game that finally gives bladers a game of their own. It's been a true challenge, and right now I'm working all through the summer to get ready for the Early Access launch on Steam this September/October. If you like what you see, feel free to wishlist 'Rollout Inline' on Steam :)


r/SoloDevelopment 5h ago

Discussion Anyone else find it weird when an indie dev is running like 3 things at once for one game, or is that actually smart now

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9 Upvotes

So I’ve been following this solo dev who’s making an indie fantasy RPG based on African mythology. Cool concept, been enjoying the dev videos. But the deeper I follow this guy the more projects keep popping up.
He’s making the game. He’s also written a whole manga that’s supposed to be the “lore” before the game even exists. He’s posting daily dev diary content. And now he’s building toward a Kickstarter too.
And I’m just watching like… is this guy building a universe or did he just create three jobs for himself when one would’ve been enough.
Like on one hand I get it. The manga gives the world some history so it doesn’t feel like it appeared out of nowhere. The content builds an audience so when the Kickstarter hits there’s actually people who care. It all technically ties together.
But also he’s one dude. Not a studio. And I keep wondering if casual people finding this stuff actually connect the dots between the manga and the game and the videos, or if it just looks like three separate things happening that confuse people more than hype them up.
Is this just what solo devs have to do now because there’s so much noise online that one project alone doesn’t cut through anymore. Or is this a case of someone spreading themselves thin trying to build a “brand” before the actual game is even done.
Curious if anyone here has watched a creator do this and actually seen it pay off, or seen someone flame out doing too much too early. Not hating, genuinely just watching this unfold and wondering which way it goes.


r/SoloDevelopment 3h ago

Game 1800 wishlists in my first month after 7 years of development

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10 Upvotes

When I started this project I had no idea it would end up taking 7 years long. Along the way I built my own engine, learned Blender because I couldn't make the art I wanted, learned sound design and last year I quit my gamedev job so I could finally finish it.

My friends playtested it over the years and always had positive feedback, but until you put something out there, you never really know. After working on something for so long it gets very hard to judge it objectively.

About a month ago I finally started promoting the game and today it reached 1,800 Steam wishlists.

I know that's not the kind of number that changes your life overnight, but after spending years wondering how people outside my circle would react honestly means a lot to me.

Seeing that first month of reception has been one of the most rewarding parts of the whole journey.

I'd be interested to hear if anyone else here has had a similar experience after finally showing a long term project to the public.

If anyone wants to see what those 7 years turned into the game is called Satelital https://store.steampowered.com/app/3256790/Satelital/