/r/indiegames
Anything related to indie games
Everything related to Indie Games - discussion, news, devblog updates, releases, demos, teasers, reviews.
Ways to post about games:
Create a post in our subreddit. All games welcome, at any stage of development. Make sure to post an animated gif/gfycat/webm or screenshots (imgur album) with your post so we can see what the game is about. Youtube vids also welcome.
Don't use URL shorteners!
Contact online video game magazines such as GameShampoo or RockPaperShotgun and try to get them to run a story or interview about your game.
Read the rules: https://old.reddit.com/r/indiegames/about/rules/
Related Subreddits
/r/gamedevclassifieds <-- advertise services/jobs here
/r/indiegames
i've played limbo and inside, and loved them. also finished little nightmares 1 (here i don't know if it's a indie game tho) and was wondering which indie games y'all are loving here!
I need feedback on my ship movement. It's a matter of game design but I am conflicted. I like the fact that the ship acts as its a real space without gravity and drag, but I was told the second option would be more fun in a PVP or PVE combat.
Current Movement:
The space ship acts as its a real space and it is dragging not much without drag force. In combat, you can rotate around and shoot stuff. For the current movement, the ship is moving irrelevant to the ship's forward direction unless a new force is applied.
Second Option:
Making the space ships move as it is a plane. Such as in battlefront. Instead of dragging, the ship moves constantly to its forward direction. Therefore, slowly changing its orientation will change its forward vector directly. For example, when you pitch upwards, the vehicle move upwards without adding more force.
My question:
Do you think that the second option would fit for an intensive and immersive combat for a game that not only oriented around combat but also grinding resources and building?
Attaching video for displaying current ship movement and how it is with shooting:
https://reddit.com/link/1gtlayb/video/v0saomgqgi1e1/player
Thank you for your time if you've read this. I am open to any suggestions!
Hello all! I've added a new game to sectors.gg, which can also be played physical. It's an original game called "The Executives" , a trick taking game with bluffing, bidding and negotiation. See the rules here, the game is able to played online through the website. Looking for feedback and open to all criticism. Come have a chat at the discord if you're curious thanks!
So happy to finally have a steam page!!
Hey everyone! Here's my new game (google play), inspired by 'Level Devil' from Unept. It’s fun, but fair warning—it might test your patience a bit. Try it out!
Hi all.
My brother and I released a mobile platformer game and while we get good feedback on social media, we don't get many ratings unfortunately.
This seems to come due to the fact that we see in our analytics that players struggle with our starting phase. The game consists of floor levels (0-100) and around 70% of our players die on floor 0.
The controls for the game are rather simple (I don't want to spoiler them here, just in case someone wants to try it out him-/herself) and the tutorial is only 3 images with few text. It just seems like we're overlooking something why our players are struggling so much.
If anyone would like to help us and give us feedback for our starting phase, you'll receive our eternal gratitude :)
The game is free (iOS and Android) and you can finish the game in at least 7 minutes (if you're fast only ~4 minutes). You can find a short gameplay trailer here if you like a first impression.
Thank you for your help!