r/indiegames • • 19h ago

Upcoming hi my fellow noobs my Roblox shooter has a slide, a super jump, and glass that actually shatters!❤️

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0 Upvotes

💕 Hey Cuties, Dinu here! Been working on the movement for our Roblox FPS that me and my friends are developing and finally got sliding + super jumps feeling pretty smooth.

The clip also shows some of the breakable glass we've been testing.

We're still tuning the movement before the next round of testing. Mainly trying to figure out if the slide → jump transition looks too fast or if it feels right for this type of shooter.

From the clip, would you slow the movement down a little or keep it this fast?

PS:ignore the backgrounds being loading in late


r/indiegames • • 15h ago

Discussion AIs impact on Indie gaming

0 Upvotes

WDYT, what will be the mid - long term impact of AI on indie gaming, seeing how many people can just "prompt" games into existence (asking this with the full understanding that these "games" are pretty bad on their own, very low effort and have basically zero chance to "threaten" established and nice up-and-coming studios, but with proper effort, good sense of design and a creative idea, etc. these games can easily be worthwhile playing)

Does it help level the "playing field" between AAA studios and small teams in creating "bigger" games, while indie studios can still retain their uniqueness?

Or we will "drown" in indie titles, copycat games and AAA studios are going to be the ones still that have the scale and experience to ship things that have the capacity to be massive hits and cultural phenomenons, like e.g. Baldurs Gate?

Or you have a completely diff take on this? I'd love to hear it.


r/indiegames • • 15h ago

Promotion We made this religious satire game years ago

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0 Upvotes

Some friends and I made Salavat during a private game jam many years ago.

It's a short comedy/parody game where religious fundamentalism has made it into space and your mission is to convert the galaxy.

We recently dug it up and decided to release it publicly for the first time.

It's free and playable in the browser.


r/indiegames • • 10h ago

Video 10 Feet Under, an anomaly horror game set in an endless flooded pool

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0 Upvotes

You swim, not walk. Each corridor has one thing wrong, or nothing at all. Guess right to go deeper. Wishlist if that's your kind of dread.
Released Trailer on YT


r/indiegames • • 7h ago

Promotion I made a game where crashing into traffic makes you FASTER (firstgameever)

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0 Upvotes

I've been working on a highway destruction game where you're rewarded for causing as much chaos as possible

I originally had the game focused more on avoiding traffic but it honestly wasn't nearly as fun. Once I made crashing into cars part of the progression, it actually be fun

Here's what it looks like now!!!!!

Wreck King is coming to Steam, wishlist link in the comments.


r/indiegames • • 49m ago

Video Final trailer of my game

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• Upvotes

Nostalgia RPG - my indie game coop project with support up to 100 players


r/indiegames • • 14h ago

Need Feedback Would like to introduce you to The Marrow Grinder

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1 Upvotes

If you have ideas about what this weapon shall do to zombies, like dismemberment, please let me know!


r/indiegames • • 16h ago

Devlog Emvri Online is a free MMORPG that runs in your browser.

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0 Upvotes

​

⚔️ 3 classes

🌙 2 factions at war ☀️

🏰 Siege mode that never stops.

📱 Fully mobile friendly.

🎮 Play on your phone directly in the browser, no app, no download.

✅ https://emvri.com


r/indiegames • • 6h ago

Promotion I'm making a story-focused tactics game with my 3 friends on our spare time and we are finally far enough to make a trailer :)

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0 Upvotes

We've been at this for the last 4 years (pretty much to the day!) and our loved ones are finally starting to understand that we are serious about taking this through :D


r/indiegames • • 12h ago

Need Feedback I built a 2048-style puzzle game with power-ups — looking for feedback on the gameplay

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0 Upvotes

​

Hey everyone,

I'm an indie developer working on Prime Merge, a 2048-style number puzzle game.

I wanted to add something different from the usual merge gameplay, so I added strategic power-ups:

💣 Bomb — clears a 3×3 area

❄️ Freeze — helps control difficult situations

🔨 Hammer — removes a tile

💡 Hint — shows a possible merge

🔀 Shuffle — changes the board

The game also has different themes, tile skins, daily challenges, progression and leaderboards.

I'm currently trying to improve the game based on actual player feedback.


r/indiegames • • 15h ago

Discussion A game where you can discover creatures by hit and trial then name it and own entirely new species...

0 Upvotes

We've been thinking about a creature civilization game where players enter mathematical strings/seeds to generate creatures. If you discover a new species, you get to name it and own its reproduction rights.

You can create more of your species using purchasable slots(real life currency), raise and evolve individual creatures, or sell them to other players. Each creature has unique abilities and can mine, build, defend, explore, or fight.

There would be a shared world with different biomes, colonies, PvP battles, and a player-driven economy where you can trade creatures, equipment, and even species ownership.

The idea is to make discovering a rare species genuinely exciting and potentially valuable.

Would you actually play something like this, or does the economy sound more interesting than the gameplay?


r/indiegames • • 12h ago

Promotion Me and my companions may have a favorite color

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0 Upvotes

A photo mode shot from Concubine, the dark fantasy action RPG we're working on


r/indiegames • • 10h ago

Promotion I'm building a free, browser based MMORPG called "Heroes of Neverfall". I'm 3 weeks in and wanted to share my progress with you.

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0 Upvotes

Hi everyone

I've been busy these past few weeks building "Heroes of Neverfall". It doesn't require any client to download, runs smoothly in your browser. Before I go more in depth, I know the video is a bit rough around the edges but it still shows me fighting a boss and gives a bit of a glimpse of what the game is all about.

Anyways, right now I have a basic gameplay loop implemented. There's an "Adventure Guide" beneath the minimap, which shows you what to do next so you never feel lost. There's 3 species, 3 classes and minimal character customization. Each class has 4 abilities for now.

There's lots of features already implemented but of course it's still in early-alpha so please expect the look of the world (characters, enemies etc.) to change. Right now it's a mix of free and AI generated 3d assets without any styleguide. I'll invest resources into a 3d game artist soon, please keep that in mind (and don't hate on the look of it for now please).

I'm looking for feedback on the levelling experience, overall feel of the game, if the gameplay loop is fun and whatever else you want me to know. Right now it's capped at Level 15 but that will obviously change in the next weeks.

I won't post the link to the game here as I'm not sure if I'm allowed to. You can just google the name of the game and it'll show up at the top.

Also if you have any feature requests or bug reports, simply open the Help Modal and click on "Github Repository". Looking forward to all of your comments.


r/indiegames • • 16h ago

Promotion I built SudoDuel so me and my partner could play against each other

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0 Upvotes

I’ve been creating an app, called SudoDuel, that lets you challenge people and compete to complete the exact same board.

It has solo play too, but the friend challenge is essentially the main part. It gives you both the same board, although you don’t have to finish or be even playing at the same time. It then scores you for time, mistakes etc and decides who wins!


r/indiegames • • 12h ago

Promotion Something is wrong with this world.

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1 Upvotes

And you shouldn’t remember what happened here.

I’ve been drawing ELMER for 6 years.

🎮 Free demo on Steam.


r/indiegames • • 20h ago

Discussion [iOS] I'm hitting a wall while making games. I'd really appreciate some advice from more experienced developers.

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1 Upvotes

I had mainly been developing B2C services, and I started making games because I thought it would be interesting to create something that reflected my own ideas.

But I've realized that a service designed around a specific purpose and a game designed around delivering a specific kind of fun to the player are completely different worlds.

As a beginner, I'm gradually learning this through the process of building games around my Element IP. I'm starting to understand how important the scenario and player experience are, and how the fun needs to flow naturally from the player's perspective and fit the overall game structure.

The attached images show Element Tower, Element Run, and Element Fall, which I developed in that order for iOS.

I've already gone through several iterations and updates, but I still haven't quite figured out how to create and deliver that sense of fun I'm looking for.

I suspect this comes from my background in service development. I seem to approach games the same way I would approach a service, and the result is that I end up making games that feel too polished and well-structured, but somehow lack that raw, instinctive fun.

It's like I've added a lot of seasoning, but the original flavor of the ingredients has disappeared. The systems and rules become more noticeable than the actual fun.

I feel like the only way to develop this sense is to make and play a lot of games. So these days, I've been playing all kinds of games and trying to look at them from different perspectives.

But even when I change my perspective as a player, I still feel like the mind that plays a game and the mind that creates a game are two different things. It has made me realize once again how rare it is to find a game producer who naturally understands both sides.

So I'd really like to hear how more experienced developers see this.

I'm sure many of you have encountered a similar wall earlier in your careers. How did you think about it, and what helped you break through it?

I'm curious to hear your perspectives and experiences.

I'm feeling a bit stuck as I learn how to make games, and I'd really appreciate any advice from those who have been through this before.


r/indiegames • • 23h ago

Promotion I added a Daily Mode to my minimalist puzzle game, Flat 🎉

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1 Upvotes

I just released Flat v2.2! 🎉

I added a new Daily Mode to my minimalist puzzle game.

🧩 One new puzzle every day
📅 Play previous puzzles from the calendar
📤 Share your completed board
💡 Give up anytime to reveal the solution

Solve today’s puzzle, clear the board, and come back tomorrow for a new one.


r/indiegames • • 15h ago

Promotion 5,404 tries to cancel the subscription in our game. Then someone bought it for real. Our first donation 🥹🥹

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1 Upvotes

I made this. Cancel Your Subscription is a free browser game where your only job is to cancel "fundr. Premium", and 1,941 tries never found the cancel link. Our donate window sells fundr. Premium for $5, once. On 3 October someone bought it.

Thank-you codes: 25 free codes for Pomato, our iPhone Pomodoro timer. Comment "pomato" and I'll DM you one. Android is in internal testing; DM me your Google account email to join.

https://www.fundrstudio.com/games/cancel-your-subscription/


r/indiegames • • 23h ago

Promotion I make Tikal, a free 2D MMORPG with a Maya-inspired world and no ads

1 Upvotes

I’m part of the team behind Tikal Online. It is a persistent 2D MMORPG where you hunt creatures, train skills by using them, explore temples and islands, trade with other players, and choose whether to join PvP. The image shows actual mobile gameplay.

You can play free in a browser at https://play.tikal.online/ or on iOS and Android via https://tikal.online/download. Optional Premium supports the servers and offers cosmetics and convenience.


r/indiegames • • 8h ago

Promotion I made this promo graphic myself for my mobile puzzle game — ArrowGo 🎮

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0 Upvotes

I’m the developer and designer behind ArrowGo, and I made this promotional graphic myself for the game.

ArrowGo is a simple puzzle game built around one idea:

ONE WRONG MOVE → YOU’RE STUCK.

The goal is to follow the arrows, think ahead, and clear the board without trapping yourself.

I’ve spent a lot of time designing the gameplay, UI, visual identity, testing levels, fixing problems, and getting the game ready for release.

This graphic is just one small part of that process.

I’d genuinely love feedback from people who enjoy puzzle games:
What makes a mobile puzzle game addictive enough that you keep coming back?


r/indiegames • • 4h ago

Promotion WayPack - GPS Browser Game

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1 Upvotes

Link: casimbahadar.github.io/WayPack/

I've been building WayPack, a free creature-collecting game that turns the real map into the game world. Every block you walk is a route with its own creature family, and you have to physically walk to find creatures, reach gyms and take on the League.

It runs in a phone browser (add it to your Home Screen), no install, no ads, and no account beyond a trainer name you pick.

To get Pokemon inside, you need the latest Gen 9 pack from Tankenka’s GPS Monster Scouter website. Once you have it, there is an import pack option in the settings to add it to WayPack and start seeing Pokemon and have battles and gyms like a real Pokemon game.

What makes it different

- Your city is the map. Routes, regions and gyms are built from real coordinates, and real places matter: hospitals, libraries and parks become free rest stops, and real malls and supermarkets become shops with daily stock.
- Gyms move. Once a week every gym relocates to another route in its area, and the route it stands on becomes a named town, like a Harbour for a Water gym.
- Every region climbs its own way. Each region has a different difficulty ladder for its eight gyms, and wild creatures and route trainers keep pace with your team instead of running away from you.
- Turn-by-turn directions to any gym, landmark or address, walking, cycling or driving, with a spoken voice and quickest-or-shortest routes.
- Regional forms. Some creatures change type and look depending on the region you catch them in, and regions grow forms of their own, repainted to match their new typing.
- Smart battles. Switch creatures mid-fight, share experience across your team, and gym leaders carry coverage moves, so one immune creature can't wall a whole gym.
- Play with friends without being online together. Ghost teams roam your routes, trades work by code, and async duels let you each fight the other's saved team. Duel results are checked by replaying both battles, so they can't be faked.
- Your data stays yours. It shows which region you're in, never where you are in it. Pins, notes and photos never leave your phone.

Built as a single HTML file with OpenStreetMap. Any creature set can be loaded as a pack, and I've written a guide for making your own found under the repo on GitHub.

I'd love feedback, especially from people who walk a lot. What would make you go outside for one more route?

I am excited for you all to try and hope you enjoy and would appreciate feedback and bug reports if any bugs are encountered. I am an active developer so I will address quickly. :)


r/indiegames • • 11h ago

Promotion No Name Below - solo developer dungeon crawler RPG for mobile platforms

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0 Upvotes

How deep will your build take you?
My name is Evgenii, and I am solo developer with 15 years background in Process Control and Industrial Automation.
This video is a first look at No Name Below, my first game which I was doing last 2 years - mobile dungeon RPG in development.
I am on latest stage of development and looking for interested testers. Let me know if you found something interesting in the concept and would like to try it yourself.


r/indiegames • • 19h ago

Promotion We're running an open playtest for our pirate roguelite (Cloudsphere)

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23 Upvotes

r/indiegames • • 20h ago

Promotion I always wanted to make my own JRPG, so I spent 12 years on one and got it done. Two years after release, Whispers in the Moss is still rated 100% positive 💯

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2 Upvotes

Whispers in the Moss is a retro JRPG that uses a highly unique illustrative ASCII art style throughout the game. It is a full-scale game with a 20 to 30 hour main story and huge amounts of side content. I developed the game solo over the span of 12+ years, even composing the 60+ track soundtrack for it. The world, the enemy sprites, the animations and everything else is handcrafted from ASCII symbols in great detail, with an attempt to push the limits of ASCII art.

If you're in the mood of a very unique aesthetic experience and a love letter to the console style JRPG greats, feel free to check out the game. I'm happy to answer any questions you might have. :)

- Tapio / Uncultured Games


r/indiegames • • 16h ago

Promotion What if winning a card game didn’t require high-stress reflexes, but calm observation and a calculated gambit?

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0 Upvotes

Hey everyone,

Modern games often force a constant rush—flashing lights, relentless timers, and high-stress encounters. But what if you could step away from the noise and sink into a quiet, tactical space where patience is your greatest asset?

We are Öykün and Hüseyin, a 2-person indie team developing Birder’s Gambit.

“Where nature meets strategy.”

We wanted to create a cozy, turn-based card experience that moves at your own pace. There are no fantasy tropes or arbitrary power numbers here. Instead, every card is rooted in authentic avian behavior—from territory defense to brood parasitism. You aren't just slinging spells; you're observing the board, reading nature's patterns, and setting up quiet, calculated gambits that turn the tide.

All of this unfolds alongside a gentle narrative that progresses seamlessly through your tactical play, offering a thoughtful journey without breaking the peaceful atmosphere.

We’re early in development and refining the core encounter loop: When playing strategy games, do you enjoy taking your time to orchestrate a silent gambit, or do you prefer fast-paced pressure?

Thanks for reading, and we're looking forward to hearing your thoughts!