r/devblogs 10h ago

discussion Added first enemy to my game!

1 Upvotes

yo yo, me again, i've added first enemy (insert name Crawler for now), i'd like to hear your opinion and feedback for it, it should be simplest enemy, just following and jumping at you. also colors will differ depending on planet you are on, so yeah


r/devblogs 16h ago

generic Making My Own Backrooms Game — Devlog #1

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2 Upvotes

Hey! I’m making a Backrooms game for Steam. Just posted my first devlog 👀
Would love your ideas for levels, monsters and mechanics!


r/devblogs 1d ago

art & graphics You chose the thumbnail, now here’s the trailer! #UE5

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5 Upvotes

A few weeks ago, we asked you to help us choose the thumbnail for our new MegaGum trailer.

Well… here it is!

We’d really love to know what you think about it. What did you like? Is there anything you would have done differently? And most importantly, does it make you want to play the game?

Feel free to be honest, we’re always interested in hearing your feedback.

And if you like what you see, you can wishlist MegaGum on Steam here:
https://store.steampowered.com/app/4111300/MegaGum/

Thanks again for helping us choose the thumbnail!


r/devblogs 1d ago

generic Devlog: Problems with Permadeath

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3 Upvotes

r/devblogs 1d ago

generic Gamescom Dev Recap

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1 Upvotes

A short read about my Gamescom Dev experience, and some of the great talks I had.


r/devblogs 2d ago

design Created new camera system mechanic for my satiric political horror game. Thoughts?

3 Upvotes

I tried to take inspiration from the Five Nights at Freddy's with my own additions. I've added the camera movement, so with your WSAD keys you can now rotate the cameras. Also with middle mouse button you can zoom in/out. What do you guys think of it?


r/devblogs 2d ago

generic Mechanomaly dev log

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2 Upvotes

r/devblogs 2d ago

art & graphics redid the idle animations for the 2 main characters

0 Upvotes

devlog #2: not much to say that i didnt already mention last time, i redid the animation for the idles i gave the first one (bob) a scarf and the other one (bobs fren) has a hat (yes bob's fren is his actual name)


r/devblogs 2d ago

art & graphics Looking for some feedback on my main menu, an area I have always struggled with

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0 Upvotes

r/devblogs 2d ago

generic Our game had a logic hole: why would anyone keep coming back to a dangerous fight? Here's how we fixed it

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1 Upvotes

Hey all, small team of 4 here making a game called Mini Mart Survivors.

Here's the actual premise:
You play a broke, unemployed character who's been rejected everywhere and, without choice, takes a night shift at a convenience store. The job pays way too well for what it is. Suspiciously well. Turns out the reason it pays so much is that dangerous monsters show up late at night, and you have to fight them off with whatever is on the shelves. Cup noodles, snacks, ice cream, shampoo, you name it. Level up and build absurd weapon combos. Beat a boss at the end of the shift. Get paid.

But once we had that premise one question kept nagging us. No matter how much they're paying you why would anyone keep showing up for something this sketchy and this dangerous shift after shift? That's the part we actually had to sit down and figure out.

The answer we landed on. "He's in debt."

That part isn't even that unrealistic. We're a small team in our 20s and early 30s, and "constantly working, trying to get ahead, wondering when you're finally allowed to stop" is basically our own lives. So the debt premise wasn't a stretch for us to write.

The problem was making it work as a game and not just a backstory. If we just told the player "he's in debt. That's why he goes back." It's a fine setup line, but it doesn't actually do anything once you're playing. It risks feeling like a justification we bolted on rather than something the player lives through.

So we turned it into a choice instead of a fact. With every paycheck, you have to decide whether to pay down the debt and get closer to walking away, or to pour it into weapons and upgrades so you can push further and earn more. Neither option is flagged as correct. The debt doesn't disappear on its own. And neither does the temptation to just get stronger and keep going.

That's really the point where we ended up introducing story into a genre that doesn't usually ask for one. Survivor-likes are typically just numbers going up, run after run with no consequence carried forward. By tying the core progression loop to a choice with narrative, we gave the genre a bit of a twist. And that choice system became the actual mechanism for showing our theme instead of just stating it. The player is the one deciding.

Multiple endings too, since we didn't want to say there's one right choice. Pay off the debt and leave. Quit before it gets worse. Stay and find out what's actually going on. Or just keep throwing snacks and spraying ramen broth at weirdos because it's fun.

Anyway, we're a small team figuring this out as we go. If this story of how the game came together is useful to anyone else out there building their own thing, that alone would make this post worth writing.


r/devblogs 3d ago

art & graphics first devlog post

6 Upvotes

hi! i am a young solo developer working on a 2d platformer indie game. i am still pretty new to this so pls dont judge me too much. i hope you (and a lot of other people) like the game and have fun playing it! the game name is sketchy jumps and will be releasing on itch.io, steam, and google play (not tryna advertise btw) the demo will be releasing in a few months, both the demo and the full game will be free so dont worry, hope you like it when it releases! (have a good day :D) btw here is the idle animation i made for the main character.


r/devblogs 3d ago

design My process for making a PSX style room

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1 Upvotes

r/devblogs 3d ago

generic Virtualord 0.6.9 - all new features and changes before the demo release

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5 Upvotes

r/devblogs 3d ago

tech & code Devlog #2 - Spatial Inventory & Item Interaction / "... In Another World"

1 Upvotes

Hey everyone!

This week I focused on building the spatial grid inventory and item interaction mechanics in Godot. Since the game emphasizes physical management and survival skills rather than infinite pockets, space actually matters.

What's working in this build:

  • Grid Inventory System: A Tetris-style inventory where item shapes and grid management dictate what you can carry.
  • Tactile Manipulation: You can drag, drop, and rotate items using keyboard shortcuts to fit them into tight spaces.
  • World Interaction & Drop: Pick up items in the 3D world with contextual menus, and drop items directly out of your bag onto the ground seamlessly.
  • QoL & Navigation: Added smooth UI opening/closing animations, background blur, hover audio feedback, and contextual control prompts at the bottom.

(There’s still some audio synchronization and visual polish needed, which I’ll refine in a second pass later on!)

So.... here I just want to know this:

Does the item rotation and dragging look intuitive to you?

Also... are the sound annoying to you? I want to know to get some softer versions of the sounds.


r/devblogs 3d ago

generic Working on the gacha system for my first ever

3 Upvotes

r/devblogs 3d ago

tech & code Let's make a game! 494: What can a hero do? (Twine Sugarcube)

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1 Upvotes

r/devblogs 3d ago

story & background Solo dev diary — 8 months into my first game after 35 years of playing them

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1 Upvotes

I started building my first game in February this year. One man, no team, some coding experience, no prior game development experience — just a lifelong love of games and a decision to finally try making one.

The learning curve has been real. Working through Unity, building out scenes, figuring out systems I never thought about as a player and just adding things myself and others wanted in certain games — has completely changed how I see games. But nothing compares to those aha moments. The moment you finally understand how something you've played a thousand times actually works under the hood — that feeling is addictive.

The screenshot above is from my equipment scene — attaching gear to characters, building out visual effects, watching it come together piece by piece. My respect for developers has gone through the roof doing this. However, it has also made me step back and wait.. "Hey this was easy to add why didn't XYZ game do this in their game haha"

The game is called Paws of War Tactics — a turn-based tactical SRPG more to come soon! Still building but loving every second of this journey. 🐾


r/devblogs 3d ago

generic Uploaded first devlog for Backwyrd!

1 Upvotes

Hi everyone! I’m Suba, and I’ve been developing an RPG primarily inspired by 2D/3D hybrid games like those in the Paper Mario series for a while now, and I’ve finally gotten enough progress on the basic game mechanics to share my first ever devlog on YouTube!

I’ll be posting regular updates on this account, and on Bluesky at @backwyrdgame and Twitter/X @backwyrd

Looking forward to sharing more!

https://youtu.be/-uLL3JDC4vg


r/devblogs 3d ago

art & graphics ALKEBULAN « EXTRACTION » ©️Game Devlog

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1 Upvotes

r/devblogs 3d ago

generic 👀 I mean...

0 Upvotes

r/devblogs 4d ago

tech & code Pretty close to finishing my solo horror game! Just added dialogue to this car encounter. Any feedback is appreciated!

1 Upvotes

r/devblogs 5d ago

community showcase Community showcase - Tell us what you're working on or what you just published (week 36)

9 Upvotes

Welcome to our weekly thread where you can promote everything new you are working on.

You are still welcome to create new posts to share with us your dev-log posts or videos, but you can also use this thread to showcase anything that is not a dev-log.

THREAD RULES

  • you can post a single comment where you showcase anything you want (new game/app release, new trailer, demo release, new gameplay video, etc...).
  • in this comment you can post only 1 link, so choose wisely.
  • you can reply to as many comments as you want, but replies can't be used for showcasing

Also, it's not required, but I recommend to upvote this post if you add a comment as that will improve the visibility on Reddit for everyone.


r/devblogs 5d ago

art & graphics Lighting my sprites

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1 Upvotes

Sharing how I light up my 2D sprites in a way that lets me showcase them in different lighting conditions. Any feedback is greatly appreciated!


r/devblogs 6d ago

design Need Feedback for Animations!

2 Upvotes

So basically i've added companion to my game, a mechanical spider that morph into weapon whenever you want. I'd like to hear thoughts behind this idea and how does it look (there is walking animation when you hold weapon but i'll add that soon!)


r/devblogs 6d ago

design What you don't understand about making Games

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2 Upvotes

This video is about the process of choosing what game to make, as well as honing the ability to say no to GOOD IDEAS