Indie game creators need feedback on new game mechanics
85 posts across 9 communities in the last 30 days; 40% from r/IndieGaming.
“I'm working on a single player card battle game where instead of creatures dealing damage its dice. One of the modes in the game is to explore a top down dungeon where you collect cards to improve your deck while battling roaming enemies. I'm happy with the way it works and with…”
“Thanks for the suggestion. I'm keeping the next test focused on whether first-time players understand the game and choose to come back. I've added first-combination tracking and fixed a drag issue, but I don't have enough new data to judge the effect yet. Once that's clearer, I…”
“Working solo on a dice game (Piment Dice — risk/reward dice mechanic, dice sometimes land on a bonus face you can keep for double points or turn to pick a safer value), and I ran into a balance problem I'm curious how others have solved. The core decision is: keep the bonus die…”
Multiple indie developers are actively seeking feedback from players and the community regarding their games' unique features. This includes testing status effect systems, twists on existing gameplay formulas like Buckshot Roulette, and overall design choices to improve player experience.
SOURCES (60)
“Hello everyone! It has been more than a year since we started developing our debut game and we have finally released our demo! You can play it here: https://store.steampowered.com/app/4650720/Deadhand_Theater Looking forward for your thoughts and feedback! submitted by /u/Bag-Track-Games [link] [comments]”
“oh nice, i actually started tinkering with something similar a while back but never got past the character sheet stage lol. what's the dice rolling situation like in this thing? i'll grab the APK later tonight, been looking for something to run a quick one-shot with a few friends since our usual group fell apart [re: I've been building a roleplaying app and I'm looking for early Android testers]”
“I'm developing Cargo Calling , a first-person "social deduction-like" game for up to 8 players. At the beginning of each match, you're assigned a Calling with unique objectives, mechanics and craftable items. Completing your objectives earns you points, and the player with the highest score wins. A free demo is coming during Steam Next Fest on October 19, where you'll be able to play 8 Callings! submitted by /u/Fail_V0 [link] [comments]”
“Classic snakes & ladders is pure luck based, you just roll the dice and hope for the best. but i thought what if we add a bit strategy in it So i made Climb & Bite. a game where board starts empty and players build it. Half the blocks has ladder or snake to pick up. once you get it then on your turn you can use it before you roll. so now it's not just luck but a proper strategy game. the snakes you place can hurt others but yourself as well. same for ladder. so now each snake and lad”
“Classic snakes & ladders is pure luck based, you just roll the dice and hope for the best. but i thought what if we add a bit strategy in it So i made Climb & Bite. a game where board starts empty and players build it. Half the tiles has ladder or snake to pick up. once you get it then on your turn you can use it before you roll. so now it's not just luck but a proper strategy game. the snakes you place can hurt others but yourself as well. same for ladder. so now each snake and ladd”
“Hey! I've been working on a round-based survival FPS inspired by classic COD Zombies. I recently released a free demo and would appreciate some feedback for the game ❤️ What do you think could be improved? https://store.steampowered.com/app/5371780/Monster_Showdown_Demo/ submitted by /u/YahyaDann [link] [comments]”
“Hi! This is Roulette Incremental. You start with one ball on one wheel and end up with eighty-something, a giant skill tree, and the deed to the casino. Every time you cash out, you sit across from the croupier. He likes you a little less each time. When the House runs out of chips, he starts paying you with whatever is left: the street, the number seven, the Moon. A crow in a top hat lives on your wheel and has opinions about all of it. No real money, just numbers that get very silly. It's”
“Game link https://mikemancha.itch.io/hurt submitted by /u/Ok-Difficulty-9569 [link] [comments]”
“Hey everyone! We’re a two-person team making ZAR , our first commercial game. My girlfriend handles the art, and I write the code. Neither of us works in the games industry; we’ve spent the past year learning game development. In ZAR, you collect dice with different properties, upgrade them, and build combinations with relics and augments. You then physically throw your dice into an arena, using those combinations to score points and defeat opponents. We’d love feedback on how the physical throw”
“Hey everyone! I'm making ROOM CLEANER, a top-down roguelite where one bullet kills you and one bullet kills them. You kick doors, throw barrels, grab robots as human shields and stack cards until your build breaks the game. It's free and runs in the browser on PC and mobile: https://spals.itch.io/room-cleaner I just pushed update 1.5, the biggest one so far: A city map : you take back the slums, the factory and the lab from the robo-mafia, one contract at a time. A skill tree for each he”
Guys, I made this game and I'm very new to this area. I tried to develop a game on my own, and this is the first time I've built something like this.…
Guys, I made this game and I'm very new to this area. I tried to develop a game on my own, and this is the first time I've built something like this.…
“I'm currently trying to figure out whether the concept is communicated clearly enough in a short video, and whether the gameplay looks interesting to people who haven't seen the game before. I'm looking for people willing to try an early build and give honest feedback. I'm especially interested in whether the game looks fun and whether you understand the gameplay loop from the footage. If you'd be interested in playtesting, let me know in the comments and I'll share the d”
“Hi, i've been reworking this gun for my FPS roguelite. The idea is that you can absorb enemy bullets and then shoot them back. Before this, the whole square of bullets moved into the gun together and looked pretty stiff, so i changed it to a spiral. I'm trying to improve the animations before starting closed playtesting and wanted some feedback on this one. Does it look like the bullets are actually going into the gun? Anything else that looks off is also good to know, every critique or”
“I've been conflicted about making a game based off of one of my board games as a party game or something else related to it. The idea was to implement it as a real time frantic party game, where it was both PvP and PvE and players beat resourses out of each other or cooperate to reach the goal, as well as real time level building to an extent. Here's the game: https://www.reddit.com/r/tabletopgamedesign/comments/1ukud3h/dungeon_crawler_board_game/ submitted by /u/AngryRampage”
“Hey, I tried out your game- really cool concept but a few problems: 1. Right after you hit 'play' - the first screen where you get the steps and the 3 faces of the dice and the math operations- it's quite unclear to the user as to what to click on- everything looks clickable- this confusion can make the user drop off. 2. Colour and type hierarchy seemed a bit improper to me- The most prominent element inside the main game screen(where you're making the target) is the "New Ga”
“🏛️ THE HEIST — COMMUNITY PLAYTEST EVENT Hey everyone! I've been solo developing THE HEIST , a 4–10 player multiplayer social deduction game set inside a museum, and I'm finally organizing a community playtest! 🗓️ PLAYTEST DATE & TIME 📅 Monday, October 12, 2026 🕖 19:00 UTC (7:00 PM UTC) 🌍 Players from all around the world are welcome! 🎭 WHAT IS THE HEIST? Imagine entering a museum where everyone has a secret role, nobody knows who to trust, and your next move could change everyt”
“I'm working on a single player card battle game where instead of creatures dealing damage its dice. One of the modes in the game is to explore a top down dungeon where you collect cards to improve your deck while battling roaming enemies. I'm happy with the way it works and with what I have so far but it feels like I'm missing something and I just can't put my finger on it. Here is a list of the mechanics I have: A boss room/battle to progress to the next floor The boss is harder”
“Thanks for the suggestion. I'm keeping the next test focused on whether first-time players understand the game and choose to come back. I've added first-combination tracking and fixed a drag issue, but I don't have enough new data to judge the effect yet. Once that's clearer, I can evaluate whether a traffic exchange brings players who stick around. [re: 9 days in: 186 visits to my free browser-games site — 73% start a game, 34% beat a level. What should I optimize next?]”
“Participants: 529 (there were already ~420 registrations at the start) Players who started the game: 90 Maximum online players: 8 We're watching, observing, and gathering feedback. If you'd like to participate, welcome to the Steam page. submitted by /u/NipoBox [link] [comments]”
“Hey everyone, made a dice roguelite inspired by Balatro called Rollbound! You roll five dice, hold the ones you want, reroll the rest, and score chips × mult. Then you stack charms, level up your hands and carve your dice past 6. There are 8 antes with bosses, plus an endless mode and a daily run. All with no ads! You can play free up to the ante 3 boss, and one small purchase unlocks the full game. I'd appreciate any feedback! Out NOW on Android: https://play.google.com/store/apps/details?i”
“Hey everyone! I’ve been working on a lightweight mobile game called Bouncer: Nightclub Simulator and just released it on iOS. If you’ve ever played games like Papers, Please or enjoy management/simulation games where you have to scrutinize details under pressure, this is heavily inspired by that vibe. You stand guard at the club entrance, check IDs, catch fake passports, handle shady characters, and decide who gets past the velvet rope. Since it's out in the wild now, I'm trying to gathe”
“Hi! I'm Daniel, a solo dev from Brazil, and this is Backfire Protocol, a pixel-art survivor-like made in Godot. The core idea is that your gun is also your engine: every shot pushes you backwards, so dodging the robot horde means aiming the wrong way on purpose. So far it has 6 weapons, 10 stages with their own bosses, and 72 cards that change how you play. While playtesting I couldn't decide, so it has two control modes: recoil mode (left), where shooting is the only way to move, and cl”
“The idea is simple: control your shooter, take down waves of incoming enemies, collect upgrades, and keep getting stronger as the game progresses. submitted by /u/Jaadu07 [link] [comments]”
“the scribble putt concept has real charm, maybe lean into the weird physics and give players a reason to replay beyond the score [re: Looking for feedback on how I can make my games better]”
“would be glad to listen your thoughts , dose it look fun , is this interesting concept ? submitted by /u/METABLADEX [link] [comments]”
“https://reddit.com/link/1x19c4c/video/i2nt5rnuncuh1/player submitted by /u/noshiba [link] [comments]”
This is not a tactical FPS or something; it is a social deduction game for 4–8 players featuring proximity voice chat, with no voting or meetings. Please keep this in mind and…
“Hey everyone! Working on ellps's TOXIC CATCHERS - a fishing simulator set in a toxic dump with mutants fishes. Just finished the physical main menu system where you interact with buttons using a revolver. The metal signs hang on physical chains and swing depending on where the bullet hits. I was going for a super juicy, tactile feel for the physics. What do you think of this approach to UI? submitted by /u/Fearless-Horror6248 [link] [comments]”
“I'm making a game where you smash piñatas. Does it look fun enough? Playable Link: Steam: https://store.steampowered.com/app/5211050/Break_the_Pinatas_Demo/ Platform: PC (Windows) (Steam) Description: An incremental game where you smash all kinds of piñatas, earn sweets, and upgrade your way to unlock new features and even more sweets! Free to Play Status: Demo Available! Involvement: Im solo developer To be honest, promoting incremental games has gotten a lot harder lately - maybe people ar”
“Hey! I’ve been working on One More Shake, a small incremental game where you shake vending machines, collect cans, crush them for money, and gradually automate everything. Here’s a quick look at the current prototype! You start with a single vending machine and basically nothing. As you progress you unlock better cans, faster shaking, auto-shaking, multiple drops, additional machines, crusher upgrades, quests, Scrap upgrades and eventually Chaos events where everything gets a little out of contr”
“We are at a very early stage of development and would like to get some feedback on our game concept to understand whether there is general interest in this kind of game. Game concept: A post-apocalyptic semi-linear colony simulator set aboard a massive train. Perspective: Side view Visual style: Pixel art Premise: A mysterious asteroid crashes into the planet, creating dangerous anomalous zones and triggering devastating firestorms. The world as people knew it is destroyed, and a group of surviv”
“Constriction is a game where you play Hangman with another player and each correct guess tightens the noose of your opponent! First to suffocate loses. The game is launching on Steam later this week! You can check out the page here: https://store.steampowered.com/app/4482080/Constriction/ submitted by /u/Studio-Onira [link] [comments]”
“Hey r/SideProject ! My side project is Scitch – a live multiplayer reaction game for iOS & Android. The idea Most quick mobile games are single-player. I wanted something you can play live against real people in just a few minutes : Up to 24 players join a match Every round is a different mini-game (find the right colors, tap the ink color not the word, wait for green, numbers in order, pairs, "don't tap") The slowest players get knocked out each round The last two play a best-”
“I’ve been working on my game for a while, and I’d really like to hear players’ first impressions of it. It’s a party-based roguelite where you control the whole party at the same time. You start with a single hero and, as you progress, rescue other party members who are being held by bosses. Each hero has their own unique abilities and element. As you rescue more heroes, you get to decide which heroes you want to combine and which party composition you want to play with. Heroes standing next to”
“Hey everyone, I wanted to share the spawn scoring logic we implemented for a fast-paced arena shooter in case it's useful to anyone working on similar multiplayer systems. Each spawn point gets a dynamic score, and players spawn at the highest-scoring location Heavy penalty if an enemy is within 35 studs/units Penalty if the spawn point is directly visible to an enemy from up to 110 studs Small penalty for crowding by teammates Cooldown penalty if the spawn point was used within the last 6 s”
“A while ago, I posted about our game, Greedings, and got a few comments saying it looked like a Balatro clone. Since I’m making a card game, there are obviously some things I’ve taken inspiration from Balatro, but I’m pretty confident that the game itself has its own identity from a game design perspective. After thinking about those comments, I started to feel like most of that comparison was coming from the visuals rather than the gameplay, so I decided to completely rework the game’s art dire”
“I'm making a 3D Roguelike Deckbuilder about Bowling in Hell where the balls are the cards! Dev can be hard when moving fast and I ended putting in a feature in a recent build of the playtest that was found out and used by streamers! The Final Lane https://store.steampowered.com/app/4506540/The_Final_Lane/ submitted by /u/bn1515 [link] [comments]”
“I'm making a 3D Roguelike Deckbuilder about Bowling in Hell where the balls are the cards! Dev can be hard when moving fast and I ended putting in a feature in a recent build of the playtest that was found out and used by streamers! The Final Lane https://store.steampowered.com/app/4506540/The_Final_Lane/ submitted by /u/bn1515 [link] [comments]”
“Our game, Trox The Reversal, is set in an alternate Soviet reality where the Cold War escalated, a devastating food crisis took over, and humanity was pushed to unimaginable extremes. We've put a lot of time, effort, and love into bringing this world to life, and we're finally getting closer to releasing the demo on Steam. You can even check out our Steam page and let us know what you think... Steam page - https://store.steampowered.com/app/5240560/Trox_The_Reversal/ We'd genuinely l”
“Cheers, have received a decent amount of feedback over the last few days, mainly easy to fix bugs, but not really anything to do with what the point or objective of the game is, which was a common piece of feedback on the 2D version”
“Before posting online, I found 0 games with this mechanic. LMK what you think. submitted by /u/devzindie [link] [comments]”
“If you want to try Itch.io submitted by /u/TheHeistGameSupport [link] [comments]”
“I've been building Baseball RPS solo in Unity. The core idea: baseball is a guessing game between pitcher and batter, so each at-bat is an RPS clash. The twist is the wind. After the pitcher commits face-down, the wind reveals which throw it backs, so the batter gets one piece of information and has to decide whether the pitcher played into it or around it. Around that loop there's deck building, traits, server-refereed online matches with a CPU fallback, and a league ladder. It's no”
