/r/indiegames

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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/playmygame

/r/gamedevscreens

/r/letsplaymygame

/r/androidgaming

/r/gamedev

/r/gamedevclassifieds <-- advertise services/jobs here

/r/indiegames

213,777 Subscribers

1

what are y'all favorite indie games on ps4/5?

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!

1 Comment
2024/11/17
20:36 UTC

3

Added a aurora borealis shader and threw in some shooting stars and fireflies for that extra nighttime magic to my voxel game and custom engine.

1 Comment
2024/11/17
20:25 UTC

1

I've been working on my horror tractor game. What do you think?

1 Comment
2024/11/17
20:03 UTC

0

synonuity - a game about synonyms that float around

2 Comments
2024/11/17
19:52 UTC

2

I need feedback on my space ship movement

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!

1 Comment
2024/11/17
19:21 UTC

2

Moonsigil Atlas - We're making a roguelike deckbuilding game with a unique, tile-based mana system. The Steam page is up now!

6 Comments
2024/11/17
19:19 UTC

0

Two years of development of Phoenix Protocol

2 Comments
2024/11/17
18:57 UTC

11

Adding a slide and more weapon secondaries to Blast Judgment - what are your favorite slide mechanics in FPS games?

3 Comments
2024/11/17
18:26 UTC

3

There's no such thing as acquiring too many items in a CRPG

1 Comment
2024/11/17
18:14 UTC

9

A gameplay clip from my upcoming Roguelite Arena Shooter. From small mobs to a big boss showdown. Demo coming soon!

8 Comments
2024/11/17
18:03 UTC

4

My incremental game is finally coming together...

1 Comment
2024/11/17
17:44 UTC

1

I'm naming a few more characters to update in our demo of Codename: GOD. Any ideas? Should have 80s vibes and can be nicknames

1 Comment
2024/11/17
17:44 UTC

1

[Web Game / Board Game] The Executives, A Trick Taking Card Game

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!

https://sectors.gg/rules/executives

1 Comment
2024/11/17
17:40 UTC

3

Ukrainian Soccer ( multi - angle offensive !!! )

2 Comments
2024/11/17
17:17 UTC

2

Finally made a decent trailer

So happy to finally have a steam page!!

1 Comment
2024/11/17
17:07 UTC

49

Is this too much?

27 Comments
2024/11/17
17:01 UTC

0

How to improve UI design? Any tip?

2 Comments
2024/11/17
16:58 UTC

2

Stage hazards can be quite useful if you learn to manage them well

2 Comments
2024/11/17
16:51 UTC

3

Trying to make the gaming experience more immersive. Opening the door to the camp with a key and lighting a bonfire.

4 Comments
2024/11/17
16:35 UTC

3

Way Up - antirelax , this game inspired by 'Level Devil' from Unept

1 Comment
2024/11/17
16:09 UTC

1

Way Up - antirelax

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!

https://www.youtube.com/shorts/qkoaz3GTbfc

1 Comment
2024/11/17
16:04 UTC

1

Everyone talks about scope creep so I'm really taking that advice to heart. I'm Creating a high-score arcade game with a roguelite twist

2 Comments
2024/11/17
15:50 UTC

1

First iteration of the daily schedule system in my open world colony sim (WIP)

2 Comments
2024/11/17
15:45 UTC

6

Chonky Boi

2 Comments
2024/11/17
15:16 UTC

2

Devil's Drizzle - It's not a bullet hell, but I can't help throwing in a challenge or two like that. Is it tough enough?

1 Comment
2024/11/17
15:08 UTC

2

ChipWits is hosting monthly coding leaderboard challenges. Here is the winning solution for our October Challenge (198 cycles was the most efficient solution). Our November challenge is running now - we'd love for you to try it!

1 Comment
2024/11/17
15:03 UTC

2

Please help us to understand why players struggle with our starting phase.

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!

https://preview.redd.it/9q00uwxp6h1e1.png?width=365&format=png&auto=webp&s=2491d769ef18aa02e56c0d55caced214ced63be6

4 Comments
2024/11/17
14:58 UTC

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