How it started vs. How it's going
▲ 873 r/godot

How it started vs. How it's going

Between these two screenshots are around two years of solo development.

Since this is my very first project, I basically had to learn everything about the engine from scratch while building it.

I still remember struggle-playing with the first prototype, and now I'm here tweaking custom shaders and lighting.

I honestly love the WorldEnvironment node—it's so straightforward but incredibly powerful once you get the hang of it.

For the map, I've been heavily relying on Terrain3D.

To my fellow Godot devs: Who else is using Terrain3D for their worlds, or did you switch to a different solution?

Edit: Since some of you asked, the name is M.A.Y.A on Steam

The GOAT

I did not add those God Rays btw, that's just what happens when you take a photo of four Stealth Elf's ❤️

u/Embarrassed_Art_9764 — 4 days ago

1 or 2

Hey guys, the first one is a blender rendering of my character, the second one i drew on my ipad.

I like the second one more but the first maybe fits the game better, what do you think?

(the third picture is a screenshot so you know how the game looks)

u/Embarrassed_Art_9764 — 7 days ago

How can I improve my UI to better match the 3D game style?

I'm a solo dev working on my scifi shooter / soulslike.

Some feedback i got on my game is that the ui doesn't match the 3d style of the game.

(see pictures)

Can you tell me what i can do to improve the style, while also keeping my personal style?

u/Embarrassed_Art_9764 — 8 days ago

Need some "culture" feedback from the experts. How can I improve Maya's idle pose to make it look more dynamic/appealing?

Hey everyone,

I'm solo-developing a sci-fi action shooter inspired by Stellar Blade.

I'm currently working on Maya's animations.

I feel like her current idle pose is a bit too stiff and lacks that distinct "hot character" energy.

Since you guys have a Ph.D. in character aesthetics, what adjustments should I make to her posture (hips, shoulders, stance) to make it look right?

Give me your worst (or best) advice.

u/Embarrassed_Art_9764 — 8 days ago
▲ 177 r/godot+1 crossposts

After 2 years of solo development, I finally released the Steam demo for my fast-paced sci-fi shooter, M.A.Y.A.!

Hey everyone!

I've been solo-developing this project for the past two years, heavily inspired by stylish third-person action games and sci-fi shooters.

You can download and play the free demo on Steam right now if you want to test the gunplay and dodge mechanics yourself.

u/Embarrassed_Art_9764 — 7 days ago

Friend of Eve asks for feedback

I'm a solo dev, working on my project inspired by stellar blade. (but as a shooter)

When i started developing it two years ago i was trying to create a jedi survivor with a female character but when i played stellar blade i knew that there would be some other guys enjoying it! (4 times btw)

My shading and 3d artstyle is nothing compared to a studio like shift up, but i would really love to get some feedback from you guys on how i could improve it even as a solo dev.

Thank you so much for your feedback!

u/Embarrassed_Art_9764 — 8 days ago

Is my art ugly?

I'm a solo dev, working on my scifi action adventure project.

I got some negative feedback on my art style, especially the UI and the animations.

Since i am already working on this project for over two years i would really like to get those things right instead of leaving it.

Could you guys tell me what you think about how i can improve the look of the game?

(if you need some game feel to judge, i have uploaded a demo on steam, thank you for helping me out!)

(btw the first picture is a blender rendering, the others are screenshots)

u/Embarrassed_Art_9764 — 9 days ago

Building a third-person "Gunfire-Soulslike" as a solo dev. How do you balance tactical shooting with punishing dodge mechanics?

Hey everyone,

As a huge fan of the genre, I’ve been solo-developing a third-person action shooter for the past two years that heavily leans into Soulslike mechanics. My goal is to capture that tight, punishing loop of tactical gunplay, fluid movement, and punishing difficulty – very much inspired by the core gameplay philosophy of Remnant.

Since you guys are the absolute experts when it comes to balancing guns with rolling and boss mechanics, I wanted to ask about a design challenge I'm facing:

Right now, I'm trying to figure out how strong the shooter element should dictate the combat. In Remnant, stamina management and spacing are everything.

For a shooter-soulslike, do you feel that a punishing dodge-loop and high difficulty are enough, or are things like corpse-runs (losing currency on death) and interconnected maps absolute non-negotiables for you to accept it as a true Soulslike?

Also, how do you feel about a soft camera lock-on during/after dodging to keep the action fluid in third-person?

(Images show some early in-game combat tests and mechanics I've been experimenting with).

Would love to hear your mechanical insights!

u/Embarrassed_Art_9764 — 9 days ago

Is Maya appealing enough?

I've been solo-developing a third-person action shooter for the last two years.

Since, apart from the gameplay, the customization of your character's outfits is a key feature, i thought this sub was the perfect place to check if I'm on the right path.

What do you think of her design?

u/Embarrassed_Art_9764 — 9 days ago

Is this a Soulslike already?

I'm a solo indie dev working on a project inspired by Stellar Blade and Jedi Survivor – but with a twist: It's a third-person shooter, not a melee game.

So far, I’ve implemented:

-> Jedi Survivor style meditation/spawn points

-> Fast, fluid movesets & dodging

Since it's a shooter, I'm trying to figure out where to draw the line. What are the absolute "must-haves" for a shooter to truly earn the Soulslike tag on Steam?

Are things like corpse-runs (losing currency on death), stamina management, and interconnected maps non-negotiable for you, or is a punishing difficulty and dodge-loop enough?

Would love to hear your thoughts!

u/Embarrassed_Art_9764 — 9 days ago
▲ 2 r/playtesters+1 crossposts

Need Feedback on the Game Feel

I'm a solo dev, working on my first 3d game.

My move set is not bad i think, but i want to improve the feel of it.

I would love to get some feedback on the movement and combat (btw you can dash with Q or Mousewheel Click)

Steam Demo (M.A.Y.A)

u/Embarrassed_Art_9764 — 9 days ago

Need someone with a Steam Deck

I'm a solo indie developer and i would really like to know if my game would run on a steam deck. Since i don't have one i thought maybe one of you would like to test run my demo real quick and tell me about the performance (i have 3 gpu and 3 cpu settings in the menu btw)

If you want to test the performance for me, it's this game right here:

M.A.Y.A Demo (Steam Page)

Thank you for your help ❤️

u/Embarrassed_Art_9764 — 9 days ago
▲ 180 r/AskArtists+3 crossposts

Is my art ugly?

I got some negative feedback on insta about my game looking ugly but i actually like my art style.

Some feedback from you guys would help me a lot, maybe I'm just biased from looking at my game for the last 2 years developing. 😂😭

What could i improve to make this look good or do you think those were just trolls?

u/Embarrassed_Art_9764 — 9 days ago

How important is Photo Mode?

I'm an Indie Dev who recreates his own Indie - Stellar Blade because i love it.

(But as a shooter)

Now I'm at the point thinking about some extra features i could add and while I'm not adding fishing, i wanted to ask you guys if you think photo mode is a nice feature in every game or just in stellar blade!

(Maybe people in this subreddit are a bit biased)

What are your opinions?

u/Embarrassed_Art_9764 — 9 days ago