r/SoloDev
Moving from Godot to Unity, how long does it take to learn Unity?
Hey guys! I use the Godot engine to develop my games for almost 3 years now, but I want to jump into Unity because (unfortunately) it is easier to find a game dev job working with this engine...
I have experience making games in general and programming in C# - how long do you think it will take me to learn and start making games in Unity?
Thanks!
I just launched my first mobile game — Space Adventure: Cosmic Storm! Would love your feedback 🚀
Hey Reddit! 👋
I’m a solo indie developer and I just published my very first mobile game this week on the App Store — Space Adventure: Cosmic Storm, an endless arcade space shooter.
🎮 Gameplay video: https://youtu.be/MdsSvUFWq78
📲 Download (iOS): https://apps.apple.com/ua/app/space-adventure-cosmic-storm/id6760046666
What the game is right now:
• Endless space shooter with simple one-hand controls
• Dark atmospheric space setting
• Multiple ships to choose from
• Free to play
What I’m already working on:
• Level system with unique stages
• Boss battles
• More ships and upgrades
This is my first released game and I honestly just want to make it better. I’d love to hear from anyone who tries it:
👉 What feels missing?
👉 What would make you keep playing?
👉 Any UI/UX things that bother you?
Any feedback — positive or brutal — is welcome. I’m here to learn and improve 🙏
Thanks for the support, it really means a lot for a solo dev just starting out!
Solo dev 3-4 months. Finance app. Just shipped. Honest breakdown
​
This is not generated by ai so my post might have some mistakes so bear with me
I am frontend dev by day and builder by night. For past 3-4 months I am building personal finance assistant not because there are not any available on play/app store but because nothing makes me stick
My requirement was simple I don't want to fill lengthy form just for logging expense or income
So started building what I wanted and here it comes... We are just live on play store appstore is currently in review
What smira does
- type amazon 100 or Starbucks 15 and our parsing algorithm parses the entry into appropriate expense or income table
For auto categorisation we have trained local model on 18 k global finance category entries so it mostly assume correct even if it fails we give tap to categorise option so user can have correct category
you can set budgets and goals... If you overspend our algorithm detects it and you will be notified... Till now no ai comes I picture..
chat page - this is entry of ai.. You can ask all kind of financial questions on your data... Log multiple entries in one go delete entries or update with natural language.. Ai just plays with number we do not share any user details with llms
insights page will be your mirror on your financial
situation. It will tell you what's going on it will take you next projection on current spending pattern where you are overspending etc
- reports are integral part and you can download reports anytime.. Though this is pro feature but it will give you day wise entry wise expense and income report which you can export as pdf or csv
My goal was simple I needed something simple to track my money so I build it for my self hope it will also solve your problem
Tools used - gpt 5.4 for coding and gpt 5.5 for architecture.. Reviewed the code so it's not 100 percent vibecoded
Not afraid of failing though... If this app fails to gain traction no worries I have Iearned a lot during building process... Will try again
Open for questioning
A look at the mechanics in my physics puzzle game. Looking for community ideas!
Hi everyone,
I wanted to share a quick look at the (current) special mechanics and chaotic cubes from my upcoming solo indie project, Cubalance, which officially releases this Sunday, May 24th on the Google Play Store (Can be wishlisted on steam as well).
The game combines traditional match-3 strategy with active, physics-based scale balancing. As you can see in the clip, there are some special fellas like weightless feathers, explosive mines, designed to either save your strategy or completely disrupt your balance.
While the initial launch version dropping this Sunday is fully complete, I am already coding the next updates to expand special mechanics.
I want to hear from the community: What kind of helpful or completely ridiculous mechanics would you want to deal with on a tilting scale?
Thanks for watching, and I look forward to reading your ideas for the next updates!
I checked my steam page for the first time since I opened it. 17 wishlists
AI generated game.. what means?
Hi everyone,
I am solo indie dev... I published already 2 games on android Play Store, and now I am working on a game for VR on Steam (PCVR only). And I also work as PHP SQL for 7 years for a medium company in Europe.
My dilemma when do you consider that a game is AI generated (I saw a reddit that was asking about that with on/off toggle) because, is obvious that even AAA studios are using AI... It looks now that writing code has almost no meaning anymore...
Is also obvious that if you will ask AI something like: create me a game like this... and after that you will publish most likely it will be garbage.
Now I am using 6 AI's like Claude, Codex, Meshy, Mixamo, Suno and Grok... all of them have their strengths, but I created concept, I make very strict debugging, testing and so on.... Is just like I have hired 2 very good and fast programmers but I am responsible for concept, testing, debugging, design (like deciding, not creating from scratch) and quality....
Is like in music. 80% of music now have AI inside, and even before AI it was autotuning etc.
Opinions?
Ever afraid you're being watched while you sleep?
Making this LoFi horror game called 'Project Looking Glass'. You explore dozens of creepy and liminal spaces trying to uncover the mystery of what happened to you. Been using my dreams (nightmares) a lot as inspiration since most of the levels are little vignettes like this. Got amazing feedback last time I posted so wanted to share more!
I am an indie developer. I built an Android app. Code worked. Design worked. Then Google told me I needed 12 testers for 14 days before I could publish. I did not have that.
I tried friends. They forgot after day 2. I tried test for test groups. People disappeared. I failed three times. Wasted over a month.
So I built RealAppTesters.
You add our testers emails to your Google Play Console. We provide 12 testers who use your app every day for 14 days. We track daily activity. If someone drops off, we replace them. After 14 days, you apply for production access.
No app to download. No system to learn. No testing other people's apps.
I have helped over 50 indie developers pass closed testing so far. All customers came from Reddit. No ads. No paid promotion.
If you are building an Android app and stuck on closed testing, this is for you.
Free Card Templates
Who doesn’t want free stuff? Plug this into your game, use it as placeholder art, play with color options to figure out palette, etc. Want to see more added to this pack? Your feedback is always appreciated. What could make this better? Comment below.
Based on a Nightmare I had
Don't look behind you!
Making this LoFi horror game called 'Project Looking Glass'. You explore dozens of creepy and liminal spaces trying to uncover the mystery of what happened to you. Been using my dreams a lot as inspiration since most of the levels are little vignettes like this. Demo is on Steam if you're interested!
One Month Later...The Menu Animation Is Finally in Game (Alpha)
About a month ago I posted a rough concept of this menu background animation while I was still experimenting with the vibe.
Now it’s finally part of the playable alpha build for DEADRIFT.
Still polishing a lot, but seeing ideas slowly turn into an actual game screen feels unreal honestly.
Also — what do you guys think about the font/UI style?
Tried going for something minimal, chemical/lab-inspired.
Animated pixel art main menu for my slot-machine defense roguelike game
i drew two wemen characters for my Literary CRPG game
woman characters should be a friendly companion in games, it's a rule
but the era is change, they need to be proactive with own perspective
so here are they who fit perfectly in my game Saga · The Circle
a head of invader leading you to heaven earlier
a princess leading you to realistic perspective in mystic Britain
what do you think?
Working on a demo for itch.io and finally happy with how everything looks
Hey everyone
I'm working on Peak or Die narrative game about leading a team of adventurers up a deadly mountain.
Been heads-down preparing a demo for itch lately. It's the first time everything — the UI, the characters, the backgrounds — is coming together in one place, and I'm genuinely happy with how it looks.
Still a lot to do, but it's starting to feel like the game I had in my head when I started. Will share the link once the demo is ready.
If you're curious in the meantime, you can wishlist on Steam: https://store.steampowered.com/app/4273370/Peak_or_Die/
Anyone else find that building a demo is weirdly motivating?
Working on new abilities for my roguelike, Tails Island. Thoughts on this football attack?
I just finished implementing a football projectile for the pets. Since the game is still a work in progress, I’m looking for suggestions to make the arsenal even better.
What should the next power-up be? Let me know your ideas!
You can support the dev process by wishlisting it on Steam: Tails Island
Looking to Release a Demo June 1st - Really need a last hoard of playtesters to help me find issues before release. Got time to try my game?
Hi Survivors,
I have been posting here for a while now and with my new trailer I would like to ask all of you that can to jump in and playtest my game. I really really need the feedback in any shape or form. I am sure there is a lot that can be better but I need help spotting it. So if you got he time. Please try my game and get back to me with feedback.
Since last time I made a lot of updates including steam deck improvements. Performance improvments. Hardwaredetection. More upgrades, customizable projectiles, mega elites and more, updated UI, narrator tutorial and more :).
I just pushed the newest update.
The playtest is open and no keys are required. It's on Steam just search for Master of Chaos.
Thanks to anyone whoplays the game and gives me some feedback :).
How is the pacing? (5 in difficulty is low for new players)
Is it fun?
What do you miss?
Huge bugs?
What can be improved?
What grass and details level looks best?
Anything else! Any feedback is much needed! Im all alone on this project so after some time it really becomes hard to see the flaws with noone to sparr with.
Also if you got feedback and the new trailer thats also good but the playtest is where I really need the help :).
How do you find your first audience for your project?
I'm almost done building my Android app and preparing for testing. I don't have any audience anywhere, so I'm curious how other devs handle this.
Did Reddit work for you? Social media? Product platforms like Product Hunt? Or something else entirely?
I've also heard that ASO is really important at an early stage - is that true, or is it better to focus on it later?
Would love to hear from people who've been through this
My indie horror game’s trailer was featured by GameTrailers
I’m a solo developer currently working on a psychological horror RPG called The Sin Of Fabien.
Yesterday, the trailer for my game was featured on the GameTrailers YouTube channel and also posted on IGN.com. Honestly, it made me really happy. It felt like maybe my game looked interesting enough for people to actually want to share it.
To make this happen, I emailed a lot of YouTubers, content creators, and gaming pages. Most of them never replied, but GameTrailers did. It wasn’t shared on IGN’s YouTube channel though — I guess the game isn’t big enough for that yet 😅
I also wanted to give a small piece of advice to other indie developers:
I didn’t keep my emails short or generic. I wrote a longer but attention-grabbing title, added a proper introduction explaining the game, and included a Press Kit that I specially prepared for it. I tried to give the feeling that “I actually put effort into this for you.” I think approaching people this way feels much more sincere and professional.
GameTrailers video:
https://www.youtube.com/watch?v=J17frhH-0rE
I’d genuinely love to hear your thoughts about the game. If anyone has questions, I’d be happy to answer them. I’m completely open to criticism and negative feedback as well 🙂
I recently realized that I'm deliberately doing everything I can to keep my game from becoming popular.
I really love making games, that's the truth, I've been striving for this my whole life, and for the last 4 years I've been working hard on my game.
For context I need to say that I had a pretty tough childhood, probably not the worst, but enough to deform me. It taught me to overcome, this is the most useless skill on the planet. My whole personality is literally built on the desire for opposition, competition, and the desire to prove to myself and (apparently to my parents, half of whom are gone and the other half are gone forever) that I'm worth something.
We all react to our environment in our own way, and in my case it became my life. I can't live when things are good, I can't live if I don't feel like I'm in the most critical situation where I have to adapt and find a way out right now, just like back then in childhood.
If you take my game, without even opening it or playing it, I've already created the maximum difficulty level for myself. In the country I live in, a game about a rooster is literally suicide. In my country, a rooster is a prisoner who gets raped in jail. But my game is about something completely different, about mental and physical struggle, you know? At this point we haven't even started development and the game already can't be popular in my country, no one takes it seriously! And you know what? That's exactly what I wanted, damn it! I wanted to oppose myself and once again prove something to someone, and it's like that with everything!
Furthermore, knowing that you can't just release a demo to your 400 wishlists, I still did it. I intentionally made the task harder and left myself only Next Fest! Hell, even the game itself is just huge for one person! And it's huge only because it brings me back to that very carefree childhood we all want to return to, although in my case it's an infernal hell that became my home.
And now for the second year my life has been more or less normal and I just can't adapt, I'm bored and restless that I no longer feel the weight of the heavens. And I'm not a hero or a gigachad, I'm an ordinary person with, I don't want to say a broken psyche, I want to say an untypical character? A person who, thinking that any hardships and problems can be overcome with diligence and effort, didn't notice how he fell in love with that very state of hopelessness and stress more than life itself.
I'm not looking for support, I don't know how to accept it. Actually, with this post I just wanted to share, and to hear HOW HAS YOUR GAME TAUGHT YOU SOMETHING? OR REVEALED FACETS OF YOUR CONSCIOUSNESS THAT YOU WEREN'T FAMILIAR WITH?
The line breaks were done by a neural network because I don't understand anything about this.