Independent Development Thread - All Indie Devs welcome!


you should - its other really clever piece of design is its in game hints system is locked behind a SHMUP, so if you’re stuck you have an out, but a bit of hoop jumping to stop you ruining your own fun figuring things out


I also used to lurk IndieDevGAF for years so I’m glad I’m still able to find inspiration from you guys, and to see some familiar faces :slight_smile:


I had no idea about that. Seems genius lol

Adventure games is the type of game I wish I played more off but I’m always afraid of obtuse puzzles instead of the more relaxing experience I wish they had.


Aye! It’s no wonder that people fell from the genre. Puzzles can definitely get really ridiculous.

When it comes to other games regarding wordless narration, I heavily recommend checking into Dropsy as well.

In terms of general puzzle design and what kind of things work/don’t work I’ve actually found Let’s Plays to be REALLY useful. When you’re not actually sitting there solving the puzzles you can really see how frustrating they can be. Mostly Walking by Sean Plott, Sean Bouchard, and Bill Graner has been an utterly fantastic resource for that. One of the lessons I’m applying to Tala from that is to make sure I don’t obfuscate areas that you can go to. A solution to a puzzle should never be “oh I didn’t know I could walk there”


Personally, what I hate most about a puzzle is when you find the solution but then have to spend a lot of time actually executing it, maybe with many complex actions that may fall and force you to start over. I mean, when the challenge of a puzzle is finding the solution, executing it doesn´t really add any value and should be as quick and painless as possible and the game should provide all the help it can to smooth any kinks. Like instead of asking the player to place something exactly at a precise spot give some lenience and accept the solution if the gizmo is placed closer to some maximum distance to the target.


Thanks for creating this @Pehesse

Seems like many from IndieGaf landed here so hope you guys don’t mind me taking up this warm spot over here.

My name is K Monkey (previously DemonNite in a former life) and I’m making a horror fantasy adventure game called Ergastulum.

Other Gifs





My most recent progress report was finally hitting Beta after a year of development.

This place might take some time to get use to but it’s all about the people :smile:


I think I never posted this in the old thread, so:
May I say how much I love the animation in the Meet Annie cutscene - so cartoony-lively. Do you come from an animation background, or read/studied the Animators Survival Kit? =)


I’m been slowly working my way through some of the Unity tutorials. I’ve done enough that I’m feeling decently confident in starting work on a game. My main issue is that I don’t really have any ideas. I’m considering just trying to make something small for now replicating one of my favorite games just to get an idea of developing. Maybe make a Zelda like dungeon or a schmup. Nothing too complicated.

I’d like to get into game development as a hobby, but I’ve always struggled with coming up with ideas for games. One thing I’ve considered doing is just participating in more game jams so I have a topic I can focus on. I’m disappointed that I missed Waypoint’s game jam and the Game Maker’s Toolkit game jam. When you all started out, what sort of things did you create to get a feel for game development?


Thats what I did at first. Tried to replicate mechanics from games I liked.

My first official release though wasn’t even a game and more of an application made with Unity. I then just took it from there.


CBTech, you could do a lot worse than just taking one of those tutorials and jazzing it up; think of game elements you enjoy and you think you could be able to recreate.
What would roll-a-ball be like if you had obstacles that took health, and medpack pickups?
What would roll-a-ball be like if you added RPG elements like exp, and a skill tree for players to invest in as they level?
What would roll-a-ball be like if it was narrative driven, and you had to talk to other balls to progress?

The answer to all of the above is probably “not very good”, but food for thought!


You should pick something that you like.

a) The design rules are informally already there in your head.

b) You like it. Better chance to stick with it

c) You will be forced to take knowledge from a tutorial and apply it to your game. Better way to learn.


Pong was one of my favorite learning experiences. It may not be very exciting, but it is very simple and will give you a taste of all the various pieces that need to come together to make a game (especially if you add options menus and such).


I definitely recommend gamejams but you already mentioned that. Found it very important to actually finish games even if you aren’t super happy with them in order to get a feel for a development cycle. Gamejams are excellent for that. It’s easy to otherwise get stuck in some perpetual prototype stage if you don’t have any deadlines. Also you learn some of the more mundane stuff that is still important to do like menus and options and stuff.


Hey all :wave:

I’m trying to rethink the competitive FPS with Arms of Telos:

Players pilot large spider-mechs that can slide around at extreme speeds and transform to thrust around in zero gravity environments.

The main competitive mode is a new take on capture the flag.

Paired with the movement system is a fresh new take on the classic CTF game mode, retooled to be even more exciting and designed specifically for 5v5.

Instead of scoring a single point per cap, each team has a healthbar. When you take the enemy flag, you can stick around their flagstand to soak up more points into the flag, making it more valuable when you capture it and taking away more of the enemy team’s health bar. This opens up different flag capping strategies – will you prioritize speed by getting in and out? Or will you bring help to escort you back with a more valuable flag? This also elegantly solves the problem of tie games.

Additionally, this happens in 3 stages – as you deplete the enemy team’s first stage by capping their first flag, you advance to enemy’s stage 2 flag. So during the match, you progress deeper and deeper into the enemy base – different parts of the map are in play as the match goes on. And finally, unlike the flags of the first two stages, the final flag turns into a defend the point mode as you capture it at your base. This creates a fun final opportunity for the losing team to try and turn things in their favor and gives the match a nice climax at the end.

There’s also a racing mode (those lights are recorded ghosts).

Lately I’ve been revamping the audio system but soon I hope to get to spend some time on improving the visuals so I should have some nice stuff to post to this thread :slight_smile:


That’s very kind! No formal background, but plenty of independent study including that fantastic tome (amongst many others). I’m sure if someone formally educated cast their eye they’d spot many rookie errors!


Never went into this thread on Gaf but I clicked on this one out of curiousity. I’m not a developer or anything but it’s cool to see what you guys are doing. Games look cool! Look forward to trying them someday.


Thanks for all of the advice. I’ll keep it in mind as I think about what I want to do first.


The cool thing about jams is that there’s always a whole bunch going at any one time. A great resource to try and keep track of a bunch is the jam page. If any of those stick out then there’s an excuse to try and build something for it!


Thanks for creating this! I’m fairly new to making games. I’ve used Unity to make a couple of basic little things like a Brick Breaker type game that I put a menu system in and my own music. The art was all images from google labeled for reuse and modification. It was a fun but tough experience. I really want to try doing a game jam before I get into making something more full fledged on my own, and I’ve also been wanting to join a community of devs for a while!


Hey, quick question for the “renaissance devs” in this thread (people who do art/sound/programming solo): how long did it take you to really get comfortable/competent with those? One of my big issues is a lack of art skill, and I’d love to work at improving that, but I’m curious the paths y’all have taken to get where you are currently.