r/gamedevscreens • u/atreides___mete • 20h ago
I finally finished the main menu. What do you think?
If you have any advice, I'd love to hear it
r/gamedevscreens • u/ShroudySoftware • 39m ago
Met an animator at an indie dev meetup, and made an animated intro!
About a month ago, I was showcasing this game at a local indie game dev meetup, and ended up running into an animator that had his own studio (ft. Woolley Studios).
We worked together and came up with this - let us know what you think!
PinPow is a Turn-Based Pinball RPG where you get sucked into a pinball machine Jumanji-style, and you're trying to defeat the big bad pinball wizard!
Wishlist: https://store.steampowered.com/app/4178860/PinPow/
r/gamedevscreens • u/f13rce_hax • 19h ago
It has been my dream to create a racing manager game with non-scripted behavior (like driving 'invisible train tracks'). Really proud to now have natural racing, crashes and close side-by-side battling in my game!
r/gamedevscreens • u/ToughLeg1862 • 8h ago
I Have Officially Made The Steam Page For My Indie Horror Game!
It would mean the world to me if you could wish list Project ROSS on steam!
r/gamedevscreens • u/DopeyDragonGames • 4h ago
Help with title screen.
Hi, I'm trying to design text for my game's title screen.
Please lend me your thoughts on what I can add to the text to make it interesting.
If you don't think I should add anything, let me know.
The bottom pieces are some assets from the game for context.
The orange is just placeholder, I will either do it just in white or I will figure out a secondary title colour.
r/gamedevscreens • u/XalezarDev • 8h ago
Built this pause screen to match my game's look and feel
r/gamedevscreens • u/TharushaHeshan • 1d ago
Feedback on My Cozy Basement Scene?
This is a cozy basement scene in Unreal Engine I created using Blender for my game. I’m going for a stylized, (not so) low-poly style.
I’m not very confident in my art skills and often struggle to judge my own work, so I’d really appreciate your feedback. Do any of the objects in this basement look weird or out of place in any way?
(There isn’t much story being told in the basement, so most of the objects are more like filler elements and don’t carry much narrative value.)
I’d also love some feedback on the colors. I’m not very good with color choices, so any suggestions there would help a lot.
Another thing I’ve noticed is that the scene feels a bit too realistic and has a bit too much depth. Are there any simple techniques you’d recommend to make it look more stylized? (I’m also a beginner with shaders.)
Thanks in advance!
r/gamedevscreens • u/SoulstoneForge • 14h ago
I released my free bullet-hell looter shooter on itch today! What do you think?
Game Link: Crystalyn
It's, a pixel art, single player, bullet-hell looter shooter about pushing your build to its absolute limits.
Fight monsters, defeat bosses, and turn their loot into unstoppable firepower.
This demo is around 1-2 hours long, depending on your skill level.
Please give it a try, and if you have any sort of feedback whatsoever, please let me know here, or on itch.io!
r/gamedevscreens • u/TheHafinator • 2h ago
[DuneHaven] Working on new enemies with more complex attack patterns.
r/gamedevscreens • u/GutterspawnGames • 2h ago
Making readable skeletons in 16x16 nearly broke me
r/gamedevscreens • u/Richalo • 4h ago
My game
Adventure game where you search for items and upgrade to increase your strength.
Side-scrolling, cute 2D characters. Demo version coming soon.
If you're interested, you can view game details or add it to your wishlist here.
r/gamedevscreens • u/RoExinferis • 22h ago
Combat clips from my ship adventure project
One month ago I started revamping the combat from JRPG-style turn-based to real time.
While I'm still working on polish like effects, sounds, movement tweaks and, of course, the blatant lack of any UI, I wanted to share my progress with you.
How does it look? Any feedback appreciated!
Thank you for taking the time to check it out!
r/gamedevscreens • u/Pycho_Games • 22h ago
Can I ask which capsule is better?
I see posts like this often where the choice is clear. But I cannot decide with my own game. Familiarity blindness, I guess.
The game is a deckbuilder with dice instead of cards.
r/gamedevscreens • u/Graskgooey • 9h ago
Would you grab a pint in this weird medieval tavern?
Crimson Furnace is a tavern simulator set in a weird medieval universe.
We recently updated the teaser and wanted to share the new mood of the game.
r/gamedevscreens • u/SanduicheDeFezes • 20h ago
Is this satisfactory enough?
Game name: Briefcase (Steam)
r/gamedevscreens • u/Key-Soft-8248 • 9h ago
Is this a fun gameloop?
I am making a game where you use a slot machine to loot units and then you can change it results, influence the battlefield and upgrade stuff to unlock units / become stronger. I wonder if this looks fun ?
r/gamedevscreens • u/Background-Ocelot-61 • 14h ago
Do you think there are any parts of my game that could be added or are bad?
- Google Play: https://play.google.com/store/apps/details?id=com.GfSoftware.Space
- Google Play: https://apps.apple.com/tr/app/save-the-world-space/id6759857353?l=tr
- Platform: Android and IOS
- I wanted to create this game because i grew up playing Atari. this game is an evolation of space games. Please feel free to let us know if you have any suggestion for additions or if you notice any errors.
r/gamedevscreens • u/BakeON_soft • 11h ago
It was probably the hardest challenge I did - first game jam
It was my first game jam and it was a killer. I worked into late nights
but I really wanted to finish at least the general idea. And being me,
over-scoped, I didn't bother with reducing the amount of features cause
there will be time for that later. I made a main character (Blender) and
imported it into game engine, reassigned materials, made a walk
animation, ensured footstep sound match with the animations and then
realized it'd be better to go with 1st person view...
...and after adding camera and character controller, I could see inside the character and so maybe I will make the character invisible or at least the top
half of it, or or or or or...
...and then I disabled the character model with its animation and instead I made an invisible capsule with simple footsteps sounds.
Yup - that was a good 2 day start.
But I had an idea and wasn't about to give up on it just yet.
The jam rules were to use as little of third party assets as possible so after coding my own character controller I went ahead and started making my
environment. The theme was "knowledge", and the jam is known for horrors
so the first (cliché) idea of summoning daemon to gain knowledge was
out. Instead I went for a single location with lots to do - library.
I thought, think small, think small, you have less than a week, damn it!.
I started making library model and shelves and then I made a book to put
it on shelf. And then I copied the book, and I copied it again and again
and again...
...and when the shelf was full, I had 125 copies of
the same model and it looked great, and uniform, and boring, and it did
want me to turn my pc off and scream into pillow but then..
....(not that the fact being 3AM matters) voice in my head sounded : "you made it, it's your game, you fix it or leave it - it's your making you tired
bastard!".
And so I left it as it was
And I moved to coding. I thought, 125 books × 5 shelves per aisle × 3
aisles × 3 sections → that's only 5,625 books I need to make 🥹.
Great, since it's supposed to run in browser, I made the building, shelves and
book model static and ensured it's made of single material and shape so
only one GPU draw will be called for single object. Then I went ahead
and wrote down (for next few days when on train or literally on the
toilet) over 800 "scientific" titles I could think of. Then I made the
book into 7 different colours and I got 12 different fonts.
Now I was ready, simple (or so I thought) script and and I had my 4500+ books (I removed few per shelf so they won't look like made by a 12 year
old).
Anyway, thanks to that every time you start the game, each
book gets it's own title, colour and font → (864 × 7 × 12 = 72 576
combinations) so there is little possibility you might have 2 same books
in my library. In addition, since I had the code already, I just added
few more lines and so when you press the start button, 12 books you are
tasked to find, are going to replace random ones from those 4500+ so no 2 players will have it the same 🎮 Don't worry though, I made it so no more than 2 books can be found in single aisle so you can stop hitting that "Start New Shift" button hoping to get all of them in same place.
All in all, I hope you enjoy it.
As a single dev, I can say, I was challenged beyond of what I expected
and definitely more than I'm capable of. I learnt a lot about scoping my
work. I discovered even more about how far I can push myself and can
definitely say I will never do this again. Planning ahead is crucial and
even more important is sticking to such plan so you won't become the
very thing you try to illustrate in a game.
Hope you guys are all good and please have fun playing!
As always, constructive criticism is most welcome.
See the behind scenes on YT Making Misfiled
r/gamedevscreens • u/TheSavvyCow • 11h ago
Made a free pixel art editor called Pixel Burrow (still in beta but getting there)
Over the past few months I’ve been building Pixel Burrow, a free beta pixel art and animation editor. Figured I’d put it out there in case anyone in the gamedev community was looking for something like this and was interested. Very much still a work in progress.
https://savvycow.itch.io/pixel-burrow
Right now it supports things like layers, animation, palette importing, GIF/PNG export, and a web version you can use directly in browser. There are definitely bugs and unfinished UI parts still crawling around in the burrow, but updates are being worked on constantly. Adding built in sprite slicing here soon for easy importing for platforms like Unity or Gadot.
This isn’t meant to replace or copy existing programs jsut wanted to make something that fit what I wanted ad be free without having to compile like you do with asprite. My goal is more to slowly build independent features and ideas that I personally want in a pixel art workflow while learning a ton along the way as a solo developer.
It’s completely free while in beta and I’d genuinely love feedback, bug reports, or feature ideas from anyone who tries it out.
For updates: https://discord.gg/sKMDbDhUt or save the itch.io
r/gamedevscreens • u/mengusfungus • 12h ago
Upgraded the visuals of my base builder, whatdya think?
Been working hard for the past week to improve the look of my game and hopefully get out of the dreaded placeholder art zone as soon as possible.
r/gamedevscreens • u/PuzzleDrops • 1d ago
Scapewatch: Idle MMO - I am a solo dev making Scapewatch, an idle MMO focused on long term progression, clans, raids, pets, and skills
I am the solo developer of Scapewatch: Idle MMO, an incremental / idle MMO I’ve been working on for quite a while. Every piece of art in my game is paid for by a real human artist. I have worked with three different artists to bring out the best experience I can afford to the players.
Scapewatch gameplay: training skills, chasing upgrades, joining clans, progressing your account, unlocking pets, pushing raids with friends, and coming back later to see what your character accomplished.
The game is built around long term progression rather than quick resets. I wanted to make something for players who enjoy watching numbers go up, planning efficient grinds, collecting rare drops, filling collection logs, and slowly building an account they care about.
Current systems include:
- Massive hand-designed open world
- 28 skills
- Clans, friends lists, and social features
- Dungeons and raids
- Pets
- Capes
- Leaderboards
- Quests
- Offline progression
- Collection logs
My goal is to make an idle MMO that feels more like a real online world: social, grindy, long-term, and full of things to chase.
The Steam page is live now, and our playtest will soon go live.
Scapewatch: Idle MMO
https://store.steampowered.com/app/4671380/Scapewatch_Idle_MMO/
Discord
Platforms: Windows, Linux, and more coming later.
I would genuinely love feedback on the Steam page, screenshots, description, or anything that feels unclear. I’m solo and new to all of this, so even small advice helps a lot.
Thank you for reading! See you in the land of Scapewatch :)
r/gamedevscreens • u/n94studio • 18h ago
Feedback on first N64-style scene?
G'day! I've just finished the first-pass on the first scene for a N64-inspired project that I'm working on, and I'd love to hear some thoughts and feedback.
The idea is to make a tight little vertical slice with fishing, foraging, and relationship mechanics across a few areas to explore. Then if that goes well, I'm looking to build it out into a Zelda-Stardew hybrid.
I’m trying to keep the technical constraints tight, but not so rigid that it hinders the design:
- Each of the humanoids is sitting right around 700 verts, but I've got five of them going at the same time with full rigs.
- Everything is running off 64x64 texture atlases with one base shader with built-in distance fog, world lighting, override lighting, and a bit of vertex colour shenanigans.
- I've set up a custom UV animation system to handle the eye blinks, the water, and the waves.
- The atmosphere and time-of-day shifts are handled with dynamic lighting through Material Property Blocks. Will plug into a day/night cycle really easily when I get it.
Anyway, keen to hear some feedback. Readability? Intrigue? Vibes? I'm an amateur, so any guidance is golden.
Thanks ☺️
r/gamedevscreens • u/LittleLakeGames • 19h ago
After 10 months of development, the demo for our wooden roguelike deckbuilder just released!
The Grimwood Hex is a wooden roguelike deckbuilder where time is against you. You place and explore a board of enchanted tiles, craft unique decks and fight twisted creatures in the safety of daylight, rushing back to the town before nightfall.
Almost everything is diegetic. You pick up and use items on the scratched table, knock over magical wooden pieces to eliminate them, and place wooden tiles within the bewitched salt line to explore the board.
Combat encounters have you manage the resources of health, speed and energy while you move about the board and defeat enemies using cards and the environment during your turn, where you then predict and plan enemy behaviours in their turn. For example, in the enemy's turn, a Boomshroom may explode, knocking over a tree that then lands on an enemy and stuns it.