r/SoloDevelopment

▲ 242 r/SoloDevelopment+2 crossposts

Made a new enemy type! Can you spot it in the first 3 seconds?

This stone golem uses Unitys animation system (Animator + AnimationController) to go from its defensive form (looking like a rock) to its aggressive form (warlking and attacking). I use my own state-machine for the enemy logic and to trigger animation transitions.

The model and animations are made in blender.

When the enemy is in its defensive form, it blocks the flow of the fire simulation and takes highly reduced damage. This might also block the fire for other enemies behind the stone golem, which I think is a cool mechanic.

What do you think about this design?

Steam | Discord

u/SoerbGames — 7 hours ago

Solo devs without art skills: how do you handle the art side of your game?

Hey everyone,

I’m a game developer without much artistic ability, and I’m struggling hard with the art side of my project. For those of you who don’t have an artist partner, how do you actually get your games looking good enough to ship?

I’ve tried using AI, but it hasn’t really worked for me. I’ve experimented with both vector art and pixel art, and I just can’t get results that feel consistent or usable. At this point, I’m honestly feeling pretty defeated.

For context, I’ve spent the last few months building a pretty ambitious simulation-heavy game. I created a dynamic, realistic world generation system with around 70 data layers, covering a 64km-scale map with 25m cell sizes. I also built a full tilebuilder that translates those cells into an actual playable game environment.

On top of that, I have wagon movement working, which turned out to be much harder than expected, a deep turn-based combat system, harvesting mechanics for pawns, and a bunch of world simulation systems.

The game is sort of like Divinity: Original Sin 2 mixed with RimWorld, but without the base-building part. The core idea is a merchant-wagon fantasy game set in a vast dynamic world where the world reacts to events. For example, a local deep-freeze event could freeze a river that a nearby city relies on, which then affects supply routes and market prices.

So mechanically, there’s a lot already working. It’s still buggy and has optimization issues, but the foundation is there.

And now I’m stuck because I can’t solve the art problem.

I don’t want this to come across as just complaining, but I’m genuinely frustrated. I feel like I managed to build a huge amount of the technical side, only to hit a wall because I can’t make the game visually come together.

How do other solo developers deal with this? Do you use asset packs, hire freelancers, go minimalist, learn art yourself, build around placeholder visuals, or something else entirely?

I’d really appreciate any advice from people who have been in a similar situation.

reddit.com
u/PretendMirror8446 — 10 hours ago
▲ 24 r/SoloDevelopment+3 crossposts

My demo is finally live! I'm building a management sim inspired by Game Dev Tycoon and RimWorld, but focused on the pure chaos of IT project management.

Game Title: Project manager SIM

Playable Link: https://store.steampowered.com/app/4454610/Project_manager_SIM/

Platform: Windows PC

Description: Manage the most unpredictable resource - people - in this WASD tycoon! Plan projects, hire a dream team, assign tasks to specialists, and monitor the budget while upgrading your office. Balance between team burnout, complex contracts, and the wrath of upper management

Here is what is already implemented in the game:

  • Two types of projects: Traditional and support projects - each with their own unique mechanics.
  • Deep hiring system: Employees have personalities, traits, relationships, moods, and efficiency levels, making every NPC feel alive and interesting.
  • Team interaction: Praising, reprimanding, handing out bonuses, and much more.
  • IT industry realities: Burnout, vacations, days off, sick leaves, salary raise requests (and denying them!), as well as competitors headhunting your top specialists!
  • Loyalty system: Your team's attitude towards you directly impacts their efficiency.
  • Reputation and clients: Building relationships with clients and earning global reputation.
  • Relationship with management: Completing monthly tasks from your boss and accumulating loyalty points.
  • Comfort and productivity: Upgrading the office and improving employee workspaces.
  • Random events: A multitude of different events that suddenly impact gameplay.
  • And much more that is hard to list in text.

The demo features 90 in-game days, which should take about two hours to complete, maybe a little more.

Free to Play Status: Demo

Involvement: i am a Solo-dev!

I have attached a link to a feedback form in the game's main menu, and I would be very grateful if you could take a few minutes to fill it out! I’ll also be happy to chat with you in the Steam discussions.

Thanks for your attention!

u/Old-Butterscotch8711 — 6 hours ago
▲ 58 r/SoloDevelopment+4 crossposts

Trailer just went live for my solo dev game of 6 years! This is a love letter to local co-op shooters and I've put my everything into it. I hope you like it ❤️

Its been a long road to get here. Quit my job in AAA to make the game me and my wife have always wanted to play.

Check out the steam page and show it some love ❤️ Every wishlist is very appreciated!

https://store.steampowered.com/app/4498790/Hazard_Suits/

u/CeratopsGames — 10 hours ago
▲ 1 r/SoloDevelopment+1 crossposts

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!

reddit.com
u/xHyunte — 10 hours ago

Where does all the time go… How long have you been working on your game?

I’m at the start of my game dev journey but I’ve been in software design and development for about 15 years. I’m really curious about where all the time goes when you see projects that have gone on for 6+ years.

How long have you been working on your game? How much time in a day or week do you put into it? What’s the part that takes up largest chunk of time?

reddit.com
u/domiDotZer0 — 11 hours ago

Which UI style fits my low poly game more? 🎨

I’m currently experimenting with the UI style for my game and now I honestly can’t decide anymore 😅

  • The 1st image is the UI style I’ve been using so far — it’s literally created in Blender from the game’s own low poly models, so it matches the world 1:1.
  • The 2nd image is a newer style I tried recently.
  • The 3rd image shows how the actual game looks.

At first I was convinced the first style fit perfectly, but after trying the second one I became really unsure.

Which one do you think fits the game better?

You can check out the game if you're interested.

u/Ill-Brick224 — 12 hours ago
▲ 2 r/SoloDevelopment+1 crossposts

I intentionally kept the lighting intensity between 2-3 in this undergoround tunnel because I wanted visibility without comfort. Do you think low visibility creates better tension than complete darkness?

u/ExTerraStudio — 9 hours ago
▲ 166 r/SoloDevelopment+5 crossposts

I’m a new dad, and I channeled all that nesting energy into a cozy diorama game about building a town for a growing family.

Hey everyone! I want to share the announcement trailer for a cozy management game I’ve been pouring my heart into, called 5 Blocks of Happiness.

The story kicks off when the main character, Clementine, is put on strict bed rest for the rest of her pregnancy. Her husband Julian decides to sell his car, quit his city commute, and open a small neighborhood shop to support them. Your job is to help them build a supportive, thriving community around their shop just in time for their baby’s arrival!

You have to manage the daily budget, fulfill your neighbors' specific daily cravings, and keep the town’s average Happiness above 50% to attract new residents.

It releases this year, but I’m incredibly nervous/excited to have a demo ready for Steam Next Fest starting June 15th!

I’d love to know what you think of the diorama art style!

Steam Page & Demo: https://store.steampowered.com/app/4399310/5_Blocks_of_Happiness/

u/madmoredie — 20 hours ago
▲ 88 r/SoloDevelopment+7 crossposts

The Sun is dying and humanity lost hope, but Jupiter's ice moon's surface has melted. (early look)

Early Development!
This underwater game takes place on Europa, Jupiter's 4th biggest moon. It is covered with 40km deep, thick ice layer. Maybe something lives there.

In 2043, the Sun began to die - expanding, heating, and slowly destroying humanity.

As Earth collapses, Europa’s 40-kilometer ice shell finally melts open, exposing a dark ocean humanity was never meant to reach.

You are sent alone beneath the ice with one mission: explore the abyss, collect samples, and send humanity a final hope for survival.

Guided only by your Directive Assistant AI, you descend deeper and deeper into Europa’s ocean.

But something beneath the surface is watching.

Something ancient is trying to reach you.

And the deeper you go, the more impossible it becomes to tell whether your AI is protecting you, or hiding the truth.

If you want to stay connected and follow the development, share feedback or just wanna be part of a nice community join my discord, theres a link in the comments.

u/Putrid_Storage_7101 — 19 hours ago
▲ 1.4k r/SoloDevelopment+1 crossposts

I feel like I can finally justify one of these.

It has been eight months since I last posted about my walking castle game, and I’ve been working on it almost every day since. Here are the highlights: totally reworked the art, added mini-castle units, added resource pipes that snap together to connect buildings, added dialog and trade systems, a faction relationship system, procedurally generated wave based encounters, trees you can crush, a big laser on top, optimization, and the game has a story.

I also hired a capsule artist and totally redid the Steam page, please check it out. It’s finally all coming together. At least enough that I think I can start trying to market it. I’m editing an announcement trailer now. So, keep your eyes peeled in the coming weeks.

Scraptory is a blend of genres, but I’ve decided to call it a “feudal sci-fi open-world sandbox strategy roguelite” If that sounds interesting to you, please consider giving it a wishlist on Steam or joining the Discord. I am all ears for marketing advice and feedback. If you visit the Steam page, be sure to scroll down to the gifs!

u/ThatDavidShaw — 1 day ago

I animated my game's capsule.

Lately, I've been working on launching my Steam page. For the trailer, I decided to animate the capsule. It took longer than expected since I had to learn animation from scratch, and the video editor I was using turned out to be insufficient, so I had to switch to a more professional one. But here is the result. I also took the opportunity to use it for promotion. How does it look?

u/Flashy_Astronomer773 — 14 hours ago
▲ 28 r/SoloDevelopment+11 crossposts

I spent the past 6 months building a chess MMO

I used to love playing massively multiplayer games like runescape growing up, and have played chess.com daily my whole life

I had the idea to build a chess MMO. What if chess was open world, a social experience? Where your wins give you trophies that you can then upgrade your character with? Where you can walk around and spectate matches, or have others watch and chat about your match?

So I spent the last 6 months building chessmmo.gg, it's been out for about 3 weeks. It's currently a mobile app on the apple and google play store, and you can play in browser too if you're on desktop/pc. I have plans to get it on Steam soon as well.

It's honestly been a dream come true so far. You can currently accrue trophies to level up your character, grind your ELO, get custom chess piece skins, buy pets, and even purchase a home and invite friends to play in it. There's also a social round-based puzzle arena that's like a battle royale with progressively harder puzzles. I'm currently building a tournament hall where there will be daily swiss-style tournaments. Lot's of expansions are on the way

I would love to get the community feedback, hoping to get more players online and a more active discord!

Here is a link to the game if you'd like to try it out:

chessmmo.gg

ios app

android app

discord

u/b___d — 19 hours ago
▲ 9 r/SoloDevelopment+5 crossposts

Finally launched

I kept ignoring my own reminders so I built something that would actually bother me.

Every notification is AI-generated for your specific task. So instead of "Don't forget: do laundry!" you get something that actually makes you laugh (and then do the thing).

Added "do laundry" as a test task. It reminded me: "Your clothes have been in that hamper longer than most people stay in relationships."

It's free, no account, no subscription. Just add a task and wait for the notification to clown on you.

Built with React Native + a Cloudflare Worker proxying OpenAI for the notification text. Just shipped a UI redesign tonight so the app finally looks as good as the notifications are mean.

https://apps.apple.com/us/app/get-it-done-smart-tasks/id6760387046

Curious if anyone else actually finds it funny or if I'm just easily amused by my own app.

u/Melodic_Key_5227 — 17 hours ago

How to maximize the playtest player count and player feedback?

Hello everyone,

I am releasing an open playtest tomorrow and am wondering how to maximize the player count and feedback.

I made an itch page and customized it a bit to make it more attractive, I (my wife actually) made the trailer in order for it to appear a bit more attractive and descriptive of the game, I plan on posting on some regular game dev subs as well as game genre sub (those people are amazing and always want to help) and X (although O dont really have a following there).

I have a discord server ready in order to recieve some feedback. I was thinking of making a google form for feedback, but I am looking for open feedback and there is a lot of moving parts (dont know how to create google form detailed enough without it being intimidating).

I also tested a lot of other devs games and provided them with as detailed feedback as I could and am hoping that some of them will maybe play my game and give me some feedback as well.

Do you have any other ideas of what I could do in order to try and increase the player count and feedback a bit more?

This isnt really any form of marketing campaign, I am geniunely looking into getting as much feedback as possible in order to improve my game as much as I can.

Thanks in advance!

reddit.com
u/Psych0191 — 11 hours ago

Making some Dev Friends 🙂

I’ve been working on my game for like 2 years now, and I find some of my more interesting conversations to be with the tiny amount of game devs/creatives I’ve met along the way.

If anyone would be open to a discord/reddit penpal type thing, please get in touch! I’d love to meet some new people who are also in the same boat as me.

reddit.com
u/archie879 — 20 hours ago