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This is a space I created for indie game developers who are coming here from reddit and want a space to migrate too.

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Bug free (media.piefed.social)
 
 
A picture of a man at the doctors saying: so you're saying my game is bug free?  The doctor replies: oh no not at all  A picture of a door jammed packed full of bugs is shown with the doctor unable to force the bugs through as he says: your game has so many bugs that they cancel each other out  The man replies: so my game is totally bug free!
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The client wanted to focus on legibility, while keeping to the personality of the game. Ideally it should include some minor decals, such as a potion or book.

I’m available for new projects! Feel free to visit my portfolio at https://johnery.com/ or message me through email at contact@johnery.com

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Dialogue system concept (media.piefed.social)
 
 

This is a WIP dialogue system concept of which testers have semi-joked about it being 'talking but with turn based combat'.

Its fairly basic. You go through a chain of dialogue but you can have an ally NPC give you insight on anything said, which might provide more context, catch someone in a lie, etc. Of course, your allies may also be biased so its something to weigh.

So far the only major layout changes (so far) are moving the NPC 'checks' to be their own pop-up box rather than in the middle of the dialogue chain, and I'm not too pleased with the 'hostility' bar setup next to the NPC name.

... I'm also regretting having to not only write out the dialogue, but NPC's potential insight on a lot of dialogue lines. I will learn nothing from this.

A picture of a first person view with a person on the left side of the screen. In the bottom left there are character portraits, and on the right there is dialogue text and a list of replies the player can make.
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Hi, I’m a solo indie developer, and I just released a small project called ECHO CITY: BLACKOUT.

It’s an audio-only noir experience built around darkness and sound: static, rain, interference, and hidden transmissions.

The idea was to make something minimal, tense, and atmosphere-driven, where the whole experience depends on listening closely.

There are no visuals to guide you - just the signal, the noise, and whatever is waiting in the dark.

Here it is if you want to take a look: https://sontayo.itch.io/echocityblackout

I’d be glad to hear any thoughts or feedback.

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Balance (media.piefed.social)
 
 
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Dangerous (media.piefed.social)
 
 
A picture of 'Event Tick', an unreal engine blueprint event node is shown.  A woman shouts "It looks harmful!!", "I don't know why, but it does!"
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This is my entry to my SNES Style Graphics Jam #2. I was surprised by how much people enjoyed the game, so I'm sharing it around. Its a small narrative experience, and its rough around the edges. But it has a strong emotional narrative that I think people gravitated too.

Follow the child around as he lives the same day over and over again as you slowly piece together the pieces.

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Peak indie deving (media.piefed.social)
 
 
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Oh! An email from.... Oh. (media.piefed.social)
 
 
A dog is crying while looking at a phone. The message shows an e-mail from Valve saying they didn't meet the minimum amount of sales to get a payment for the month so Valve won't send anything until it does.
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A WIP inventory book system (media.piefed.social)
 
 

This is 75% for vibes, its not fully functional and I got to add more information bits.

Also I forgot how finicky Unreal's 3D widgets are.

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Hello fellow indie developers! 👋

I am currently developing A Survival Game, a chaotic 2D survival experience that combines cards, choices, strategy, and permadeath. The core idea is simple: every decision has consequences, and the chaos is part of the fun.

In my latest update, I introduced a new twist:

The bunker can now be invaded by a strange creature known as the Blat Choice 🦀.

These crab-like creatures roam back and forth relentlessly, adding pressure and unpredictability to survival runs.

I also shortened the map, improved visual feedback and performance, and polished animations to make gameplay more dynamic and engaging.

📌 You can check out the game here: [https://danielgamedev14.itch.io/a-survival-game]

I would really appreciate feedback from other devs, especially regarding:

How well the new creature design works in terms of gameplay tension.

Thoughts on balancing chaos and strategy in survival-based games.

General impressions on performance and pacing.

Thanks for reading, and I’d love to hear your thoughts! 🙏

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The client had a vague idea that revolved around a fox sitting on a leaf. Their next games will be more spooky in nature (in a cute and whimsical way), so they would like the design to reflect that.

I came up with a few concepts and they really liked this one, since it incorporated everything that they were looking for.

I’m available for new projects! Feel free to visit my portfolio at https://johnery.com/ or message me through email at contact@johnery.com

14
 
 

I designed this logo and splash screen for a client's game called Grass. It's a cozy game with Palm Spring vibes where you mow grass with a mower.

They wanted something simpler and more artsy based on the screenshots that they provided.

I'm available for new projects! Feel free to visit my portfolio at https://johnery.com/ or message me through email at contact@johnery.com

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[Devlog] Arcanetable Holiday Update: Multi-Selection, Enhanced Search, and More!

Hey /IndieDev! 👋

I’ve been working on Arcanetable, a playtesting app for tabletop games, and I’m excited to share our latest update! 🚀

This release introduces some major improvements:

  • Multi-Selection Tools: Drag-select, Ctrl/Command/Shift-click, and hotkey support for managing multiple cards at once.
  • Enhanced Search: Now includes card faces and supports multiple search terms for faster results.
  • Smoother Interactions: Improved drag-and-drop, better performance, and updated table aesthetics for a more polished experience.
  • Command Palette: Quickly access commands with Ctrl+Space, Ctrl+K or Cmd+K.

Check out the full devlog and demo video here: Watch on YouTube

I’d love to hear your thoughts or answer any questions about the development process. Feedback is always welcome! 🙌

If you’re curious, you can also join the community:
🌐 Website
💬 Discord

Github

Thanks for reading, and happy developing! 🎉

#indiedev #gamedesign #tabletopgames #devlog #gamedev

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Itch.io Now has Generative AI Disclosure Tagging (and requires it for Assets)

Developer Update

Itch.io projects have a new "Generative AI disclosure" field. Projects that don't comply will no longer be indexed on Itch's browse pages after a grace period.

@indiedev@lemmy.world

#Itchio #GameDev #IndieGameDev

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You can download it for free on the Unity Asset Store!

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cross-posted from: https://mastodon.social/users/Berin/statuses/113027253770992933

Submissiones open: NOVELASIA - SEA Visual Novel Showcase 2024

NOVELASIA is an upcoming event on YouTube celebrating visual novel games developed in Southeast Asia!

If you are a SEA-based VN-dev, you can find more info and submission forms here:
https://southeast-asia-game.fandom.com/wiki/NOVELASIA_-_SEA_Visual_Novel_Showcase_2024

The deadline for submissions is on Sunday, 22th September 2024.

@renpy

#GameDev #VisualNovel #VNDev

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Submissions for the 2025 Independent Games Festival are open until September 30!

https://igf.com/article/2025-independent-games-festival-submissions-are-now-open

#IndieDev #GameDev

@indiedev

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Cross-posted from: https://lemm.ee/post/39614495

Hi all,

I've been working on a side-project after needing something to handle UIs for a game I work on, and came up with InputLayers, which is basically a layer-based filtering system for Input handling.

My main issue was having a clean and consistent way to handle taking input availability away from something (a character, UI, or anything else) when something should take over (a menu opening, a popup, etc.)

So I ended up using this as an opportunity to learn the new Unity UI system, and set up a clean editor window. In the end, it was close enough to a packageable asset, that I felt it'd be cool to make it available to others!

It's free, so if anyone wants to give it a try, I'd love some feedback =)

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Akira Toriyama was such an influential figure in my life growing up. It was sad waking up today to the news of his death. He will be missed.

22
 
 

I've been learning development in Godot for a few weeks, and I'm building a little old-school rage game to go along with my lessons.

I'm getting to the point where I'm doing things that are complex enough that I'm convinced I'm learning things incorrectly - or at least inefficiently.

Do you guys struggle with this? It feels pretty typical of my learning experiences, but I've never really asked about it before. Maybe I'm learning things wrong.

If anyone wants to take a look at my project, I've got it on itch, here. I love feedback.

Just keep in mind that it's a WIP and that I've only been coding since February 8.

Thank you!

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I've made some progress on a save system for my inventory, chests, and items in the level. It's starting to feel like the mechanics of a game are there, and you could play this.

The Dusty Old Game Jam has really put my butt in gear on this one. I finally feel motivated, like I might actually take a game to the finish line.

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This is my entry to the 6 month Dusty Old Game Jam. It's going to be a soulslike. Right now I'm focusing on combat trying to get all the mechanics in that I need, such as hit reactions, blocking, parrying, switching targets, etc. Once that's done it's onto some level design, and an inventory system. Might also model another character in between.

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This is my entry to the Dusty Old Game Jam, which is a 6 month long jam going on right now. The intent for this game is to be a souls like, but we'll see where it goes. Hope you like it! Feel free to join, and share your progress as well! https://itch.io/jam/the-dusty-old-game-jam

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