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Indie game creators need feedback on new game mechanics

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.

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I gotta fix some bugs, but this is how normal gameplay looks for starters, an inventory system, an entire medical system featuring 5 vitals like blood volume, blood pressure, body temperature, O2 in blood, and pulse! submitted by /u/elojelo [link] [comments]

r/IndieGaming3h ago

We're developing Hell Roulette, a multiplayer game about mafia cats gambling in Hell for a chance to return to life. The twist is that only one player gets to wield the gun during a round. Everyone else has to survive by using cards, power-ups, bluffing, and whatever strategy they can come up with. We wanted to take the tension of games like Buckshot Roulette and turn it into something more social, where the players without the gun can still influence what happens. We're still developing

r/IndieGaming4h ago

Trying to get a bit more oomph on kills. I think it's working. Game is Skuffle , a combo splitscreen\\online party shooter. submitted by /u/thefridgeisopen [link] [comments]

r/IndieGaming7h ago
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submitted by /u/alicona [link] [comments]

reddit.com7h ago
Source preview · reddit.com

submitted by /u/alicona [link] [comments]

reddit.com7h ago
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Hello! i am once again looking for more playtesters for my indie game! I have worked on this game for about a year, and its a Reverse tower defense, auto battler game!…

reddit.com1d ago

Been building this for a while. It's a roguelike where dice are the core verb instead of cards. You don't draw a hand, you roll a set of dice, and every reroll is a genuine gamble: hold a decent face or burn a reroll chasing something better, offense now vs defense later. The whole thing is rooted in Slavic mythology. You'll run into monsters ranging from old legends to the grim stories your grandma used to tell you at night. Demo (Act 1) just went up on Steam: https://store.steampow

r/IndieDev1d ago
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Thank you so much

reddit.com1d ago

So I had this game idea, for a game I named ignite which I am working on with some friends, I posted this to a different subreddit a bit ago and the people there gave me great feedback and ideas on improving the game idea I had and now I want to refine it further so it goes smth like this: You have a flintlock that always shoots the first shot Every consecutive shot taken increases the chance of a jam or explosion You can choose to clean your gun, slowing you down but guaranteeing your next shot

r/gamedev1d ago

So I had this game idea, for a game I named ignite which I am working on with some friends, I posted this to a different subreddit a bit ago and the people there gave me great feedback and ideas on improving the game idea I had and now I want to refine it further so it goes smth like this: You have a flintlock that always shoots the first shot Every consecutive shot taken increases the chance of a jam or explosion You can choose to clean your gun, slowing you down but guaranteeing your next shot

r/gamedev1d ago

Hey everyone, I’m working on LOUDREACH, a third-person co-op survival looter shooter where you drop from orbit, fight off alien factions, and extract resources to build up a global base. I’m looking for early feedback on the core movement mechanics. Platform: PC (Steam / Windows) Playtime: ~5-10 min If you want to drop in for a playtest session, leave some feedback or just join the community, jump into the discord: https://discord.gg/JaUpT2r5b submitted by /u/FedZedster [link]

r/IndieDev1d ago
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submitted by /u/havdjerve [link] [comments]

reddit.com1d ago

Hey there everyone, one quick help needed here. We need feedback for our current prototype of Reaper's Edge. It's a boomer shooter FPS with some unique mechanics (think Doom 2016 meets Onimusha) and it takes 10-15 min to check all builds. If you can, please provide us feedback by using the small questionnaire when leaving the game. That would help us a lot to understand how to improve the game. Please feel free to share it around to help us reach more players https://drive.google.com/dri

r/IndieDev2d ago

thats a pretty fun game to play. i really like how simple it is, will surely give it a try

r/SideProject2d ago

Smart idea, I can think of a few good ways to monetize, many types of cosmetics could work.

r/SideProject3d ago
Source preview · reddit.com

I really liked the crowd physics in Sir, We Have an Orc Problem , so I built a rough prototype around a similar idea. The first version was basically a character throwing…

reddit.com3d ago

Every playtest goes the same way: I send the build, they play it, and a few days later I get "pretty fun, found one bug." What I actually want to know is whether they understood the mechanic, where they hesitated, what they clicked that wasn't a button. I never find out. I tried asking people to screen record. Turns out nobody wants to install OBS and upload a 1GB file just to do me a favor. Paid playtesting services exist, but that's studio money — I just want five friends to

r/gamedev3d ago

Yo, hey guys! Here’s some gameplay — hope you like it! I need playtesters, wishlists, and all that good stuff, so please tell me what you think about the game. I need honest feedback! I’ve been working on this for a long time now. If you find the project interesting, feel free to check out my profile. The playtest is open to everyone , so please give it a try and tell me what you think! I know the performance could be better and im working on it. I’m also currently working on better anims and hi

r/IndieDev3d ago

Hello. We are small team of two and we are working on the party game called Fluffy Rumble. Each mini-game still has it's own unique goal. But weapons add more fun and chaos to the process. There is a small set of gameplay moments with weapons. Does this look fun? If you like it, you may find the game on Steam. Playtests will be available soon. submitted by /u/DS256 [link] [comments]

r/IndieDev3d ago

Looking to gather feedback for my game since im close to getting a basic demo of mainly testing the main gameplay mechanics like item interaction, inventory management, weapons, zombie ai, movement, ect. Wanting to gather feedback on what people think of the things made so far, so i can tweak, remove, or add onto it to further refine it for a future play test that will have more fleshed out systems. But where do I find people willing to try it out, especially for free since im a solo on a tight

r/gamedev3d ago
Source preview · reddit.com

A lot of you liked the art style when I posted about my game the first time , thank you for that, it means the world to me . When it comes…

reddit.com3d ago

Hey there everyone, one quick help needed here. We need feedback for our current prototype of Reaper's Edge. It's a boomer shooter FPS with some unique mechanics (think Doom 2016 meets Onimusha) and it takes 10-15 min to check all builds. If you can, please provide us feedback by using the small questionnaire when leaving the game. That would help us a lot to understand how to improve the game. Please feel free to share it around to help us reach more players https://drive.google.com/dri

r/IndieGaming4d ago

You protect a tower from enemies using the gunship, gunship can be upgraded through this skill tree. Tell me what can be changed or removed or improved in this skill tree. Link to gameplay -> https://www.reddit.com/r/IndieDev/comments/1vmhgfx/be_honest_about_it_my_game_is_called_gunship/ submitted by /u/North_Bedroom_2383 [link] [comments]

r/IndieDev4d ago
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submitted by /u/Jealous_Cook5294 [link] [comments]

reddit.com4d ago

Are we crazy for making a game like this or is it just a gimmick? Red/blue markers are my real hands in front of PC camera. Trying to figure out a new Jenga game mode. submitted by /u/Ok_Cycle_352 [link] [comments]

r/IndieDev4d ago
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submitted by /u/Antantic [link] [comments]

reddit.com5d ago

Hi all, We are developing co-op bullet heaven with my friends and we want to hear from you people. Right now the project is capable of having hundreds of enemies and bullets on screen with no performance issues. What do you think on gameplay and visuals? Is camera shake from turret shots a bit high or it's alright? Thanks! submitted by /u/Heavy_Juggernaut_261 [link] [comments]

r/IndieDev5d ago

Hey! I'm a solo-dev and wanted to share that I've recently added a new perk system. At the end of each round, you get a few random upgrades to choose from, letting you build your run as you go. The backend is in place and I'm currently working on the 2D perk cards. Here's a little look at how they're looking My game is called DIEATHLON , is a fast-paced FPS where you ski down a mountain, fight monsters, and try to survive the descent. The mountain is full of different routes

r/IndieDev5d ago

Background: I've worked tech support most of my career and released free game mods and hacks on the side. DominoGue is the first thing I've built from scratch. The design problem was the interesting part. All-Fives dominoes scores when the board's open ends sum to a multiple of five — I wanted that rule to *be* the combat rather than sitting next to it. So the score is the damage. No translation layer, no separate battle system. What surprised me is how much tension it created for fr

r/IndieDev6d ago

So, i want honest reviews about this demo video, i used 2d enemies in a 3d environment, what improvements do i make. You can upgrade the gunship using the skill tree and there are multiple unique levels of this game. All levels keep the upgrades previously done. I am a first time game developer and i want some feedback. Steam page link -> https://store.steampowered.com/app/5000980/Gunship_Incremental/ last post link -> https://www.reddit.com/r/DestroyMyGame/comments/1uz3xvy/be_honest_this_

r/IndieDev6d ago

How long is enough to hook players? submitted by /u/StayDeadGame [link] [comments]

r/IndieDev6d ago

I’m making Drunkonauts , a physics-based multiplayer brawler where you control wobbly, intoxicated astronauts. My main goal was to capture that Gang Beasts level of chaos, but add jetpacks, weapons, and lots of throwable props. It has couch co-op, online matchmaking, and bots. The game just got accepted into the Debut Festival, and since I’ve been staring at the same code for 24 months, I desperately need fresh eyes. Is the demo actually fun? Does it make you laugh? I'd love some brutal feed

r/IndieGaming6d ago
Source preview · reddit.com

submitted by /u/ShazSnow [link] [comments]

reddit.com7d ago

gamblers arena is a RTS inspired MOBA with a twist of poker hands in its mechanics the game itself is a 4 person free for all with unique heroes and ability's. unlike other MOBA games where you can play with one hero here you can play with a maximum of 5 heroes!!! would love to hear you're thoughts and opinions in the comments. submitted by /u/DevandaLabs [link] [comments]

r/IndieGaming8d ago

It’s actually a simulation game, i built it in Unity. No manual animation, the physics engine handles all the movement

r/NewTubers8d ago

Hello everyone, and we are finally announcing a closed playtest, which will last for some time! We made a single-player card roguelike game with deckbuilding, where the opponent goes first, and you respond. Every hand is a puzzle! Read the threats, cover them with cards of the right suit or a trump card, and plan your moves so that one clean response creates the next one. Weave demons into your deck, collect relics and potions, and watch as careful defense turns into an incredible chain of damag

r/IndieGaming8d ago

Hi everybody, We're a two-person studio, and we just put out the demo for our debut game, Midnight Manhunt. It grew out of an idea we love from board games like Scotland Yard, where one player hides and everyone else works out where they are. The core gameplay loop works like this: You control four Grid Runners chasing one hidden Ghost across a city of connected nodes. Each round he moves one hop, but you never see it. The only thing the city logs is the type of vehicle he took, and that is

r/gamedev9d ago

Working on the second run of a small jam I organize and trying to figure out if a format change makes sense before I commit to it publicly. Basic idea: theme drops on day one like normal. Three days in, everyone gets a second element to build into whatever they're already making. Not a new theme, not a restart. More like handing someone an extra ingredient partway through cooking, something that's meant to extend the dish, not replace it. First time I ran this it was a 60-hour sprint and

r/gamedev9d ago

I’m starting another round of playtesting for my classic Resident Evil inspired survival horror game and I’ve been working on dialing in the feel for combat. Even though combat is mechanically disincentivized it’s important it feels punchy and satisfying when players do engage with it, and since this is my first serious project it’s been a learning experience for sure. I’ve just hit another round of playtesting so I want to get things feeling their best. I’ve recently added render targets for pr

r/IndieDev10d ago

Hello everyone, I’m shipidik, a solo developer. I’m here to introduce a new game. For those who love rolling dice, I’m offering more opportunities to roll dice, along with new features. And you’ll be able to play competitively against others. I’m curious: How does playing the game feel? How does the game look on your device? Could you help me with these questions? Game Title: Roll Fighter: Dice Battle Playable Link: https://play.google.com/store/apps/details?id=com.sipidikapps.rollfighter Platfo

r/IndieGaming10d ago
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I have posted here a while ago about a game I made where you can play with your friends and compete guessing a flag and I got a lot of good feedback…

reddit.com10d ago
Source preview · reddit.com

We just opened a playtest in hopes of getting as many non-sports/roguelite gamers as possible to test out our new campaign! We need fresh blood to give us input, especially on the…

reddit.com10d ago
Source preview · reddit.com

Good day! We just opened a playtest in hopes of getting as many non-sports/roguelite gamers as possible to test out our new campaign! We need fresh blood to give us input, especially…

reddit.com10d ago

I've been working on a roguelite card game called Diamonds and Spades , and the first playtest will start very soon ! The game itself is a simple card game where you can build powerful combinations with tarot cards and create unique strategies during each run. One of the main features is a built-in card editor that allows players to create their own tarot cards. You can draw your own artwork and program the cards' effects using a visual scripting system. I'm looking for players who e

r/IndieGaming10d ago

It’s a witchcraft weapon that launches enemies to their death but uses half the players life. I’m still working on the animation for the weapon too. All feedback welcome. submitted by /u/datadiisk_ [link] [comments]

r/IndieDev10d ago
Source preview · reddit.com

submitted by /u/ShazSnow [link] [comments]

reddit.com10d ago

Hey everyone 👋! I’ve been working on an action roguelike called Triko for about 6 months now as a solo dev. I could use some fresh input regarding my weapon status effects. In Triko, players pick a weapon (Sword, Axe, or Spear) before a run. Status effects trigger on critical hits (roughly every 4th hit). Each effect has a distinct role: 🧊 Ice: Slows down enemies on the first proc. A second proc freezes them completely. 🩸 Bleed: Increases damage taken by the enemy and reduces their outgoing d

r/gamedev11d ago

Hey everyone 👋! I’ve been working on an action roguelike called Triko for about 6 months now as a solo dev. I could use some fresh input regarding my weapon status effects. In Triko, players pick a weapon (Sword, Axe, or Spear) before a run. Status effects trigger on critical hits (roughly every 4th hit). Each effect has a distinct role: 🧊 Ice: Slows down enemies on the first proc. A second proc freezes them completely. 🩸 Bleed: Increases damage taken by the enemy and reduces their outgoing d

r/IndieDev11d ago

Just a few months away from release and I wnated to show case many of the new enemies, class actions, and check out this list on what to expect: - Co-op multiplayer. Play with a friend in real-time as you dive through the crypt together. Survive together or be overrun! - Full controller support - All playable classes and full deck rarities (Berserker, Alchemist, Druid) - Hundreds of artifacts, potions, special and unique cards, events, and encounters - Full game saving in solo / co-op - Leaderbo

r/IndieGaming11d ago

"Hey everyone! I’m designing a real-time card/territory strategy game and brainstorming a resource economy that feels fresh and unique, yet remains ultra-simple and intuitive for casual players to get immediately (think Clash Royale's passive Elixir or Plants vs. Zombies' falling Suns). What are some interesting, easy-to-grasp resource gathering mechanics you’ve seen or prototyped that don't overload the player with complex math, but still create great tactical choices?" &#

r/gamedev11d ago

I've been working on some more weapons that I am planning to add for the next major update! What do you guys think? Maybe you guys have some more ideas or feedback? Thanks in advance! submitted by /u/collins112 [link] [comments]

r/gamedev11d ago

Hey, Just released tumble -a dice rolling puzzle game. I am super excited and looking for any feedback if any! Happy tumbling! submitted by /u/rosedye [link] [comments]

r/IndieDev11d ago

It’s a simple question. I’m an indie developer using UE5 to create games, and I’m thinking of making a game purely for fun, just to take a break. It will likely be a game where, like in Minecraft, you can freely explore a procedurally generated world as a mafia member. Specifically, players will travel from village to village as a lone mafia member, engaging in small skirmishes, drinking alcohol, and performing various actions as part of a role-playing experience. Of course, players are also fre

r/gamedev12d ago
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submitted by /u/ShazSnow [link] [comments]

reddit.com12d ago
Source preview · reddit.com

submitted by /u/ShazSnow [link] [comments]

reddit.com12d ago
Source preview · reddit.com

submitted by /u/Red_Dunes_Games [link] [comments]

reddit.com13d ago

Hey all, We're a small team working on a pixel art western shooter. We've been at it for about 2 months now, and we're all fairly new to game development. This is very much a learning as we go project. What's in the video is an early build. A lot of it is placeholder or half-finished, and there's plenty we haven't touched yet. Two things we're curious about: how does it look so far, and what would you want to see in a game like this? If something feels missing or off,

r/IndieDev13d ago

We are still very early in development, and still have a lot to implement and polish. But it is already fun to play. If you're interested to participate in our next playtests leave a comment, you'll receive an access key Or leave your feedback based on the footage if any. Thank you The Algorithm Instinct submitted by /u/misk786_new [link] [comments]

r/IndieDev13d ago

What would you think of bullets bouncing off walls in a co-op horde shooter? We’re currently experimenting with this mechanic and would like to hear from you all. Would friendly fire make this mechanic more interesting or just frustrating? Let us know how you would design it! submitted by /u/balibari1 [link] [comments]

r/IndieDev13d ago

Two weeks ago, we launched a playtest for our game, DepthLoot . Today we wrapped up the playtest, and I’d like to share my experience running it. First, we launched a closed playtest, aiming to include about 10-20 people. We didn’t expect more than that because, at this stage, we had done almost no promotion or advertising about the playtest. However, within the first 10 minutes of launching the closed playtest, about 100 accounts requested access to the game - which was most likely a flood of b

r/IndieDev13d ago

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