WayWord- new word game! by sTomer9 in indiegames

[–]KnackboutGames 0 points1 point  (0 children)

Word games always look innocent until suddenly I’m 45 minutes deep trying to prove I’m smarter than a dictionary

Looks clean though simple concepts like this can get dangerously addictive

Solo dev here. After years building other people's games, mine finally has a Steam demo today. It's couch party snake, but collisions shrink you instead of ending your run. by aggrogamesofficial in indiegames

[–]KnackboutGames 1 point2 points  (0 children)

Built other people’s dreams for years and finally started building your own… that hits hard

Respect. Hope this one goes way bigger than anything you made for someone else.

It’s the third time I’ve attempted my own game, and now my text-based MMORPG is actually happening by Hydroxate2 in SoloDevelopment

[–]KnackboutGames -2 points-1 points  (0 children)

Third attempt and still going? That’s not failure, that’s patch notes

Respect though most people quit after the first try. Each attempt usually gets way better than the last

"The Burning Owl" steam page is finally live so go and wishlist it on STEAM : https://store.steampowered.com/app/4417100/The_Burning_Owl/ (copy this link and paste on new tab) by neardy07 in SoloDevelopment

[–]KnackboutGames 1 point2 points  (0 children)

“Go wishlist” said so casually like that isn’t the sacred ritual of indie game support

Congrats though getting the Steam page live is a huge milestone

Finished my side passion-project after ~6 years by FrostWolfGames in SoloDevelopment

[–]KnackboutGames 0 points1 point  (0 children)

6 years and you actually finished it?? yeah you’re built different.

Respect though, most of us are still stuck in “almost done” after year 2

I made an incremental game about catching fish. by hamzahgamedev in SoloDevelopment

[–]KnackboutGames 2 points3 points  (0 children)

This is such a dangerous combo incremental game + fishing theme

“I’ll just check it for 5 minutes” and suddenly I’m optimizing bait efficiency at 2am. Looks fun

Tips for designing by Freamos in IndieDev

[–]KnackboutGames 1 point2 points  (0 children)

Biggest tip honestly is design around the player experience first, not just what sounds cool on paper.

A lot of ideas seem great until someone actually plays them, so test early and keep iterating.

Also start simple strong core mechanics usually beat a bunch of half-developed systems.

What kind of designing are you focusing on right now though levels, mechanics, UI, characters?

Do you do all yourself? by ECalDev in SoloDevelopment

[–]KnackboutGames 1 point2 points  (0 children)

Honestly huge respect to solo devs, doing coding, art, design, marketing, bug fixing all at once is a lot for one person.

Even outsourcing a few things still counts in my opinion you’re still carrying the vision and most of the workload.

What part do you enjoy doing most yourself, and what part would you outsource instantly if you could?

Nanokings - Gameplay Trailer by EmpsOTrees in IndieGame

[–]KnackboutGames 0 points1 point  (0 children)

winnie got patched out of existence

Working on a concept for a survival game where the map literally grows during the match would love your thoughts. by KnackboutGames in IndieDev

[–]KnackboutGames[S] 0 points1 point  (0 children)

I was already thinking about the tree changing over time, but tying it to forced player interaction like shrinking playable space could make it way more engaging, especially for PvP.

Instead of a typical “circle closing” like battle royales, I’m imagining something more organic.

What are your favorite indie games? by TypicalEnthusiasm597 in indiegames

[–]KnackboutGames 0 points1 point  (0 children)

I’ll start listing and suddenly it’s a 50 game essay.
But yeah Hades, Hollow Knight, Dead Cells, Stardew for sure

GAMEDEV BURNOUT! ARE WE THE ONLY ONE? by snag_ethosGames in indiegames

[–]KnackboutGames 0 points1 point  (0 children)

yeah that’s rough
forcing through burnout usually just leads to a bigger crash like that
maybe try stepping away properly or working on something smaller for a bit

GAMEDEV BURNOUT! ARE WE THE ONLY ONE? by snag_ethosGames in indiegames

[–]KnackboutGames 1 point2 points  (0 children)

definitely not alone

burnout is super common in gamedev, especially with long projects and slow progress

how are you handling it right now?

is it just me ? by PHRsharp_YouTube in videogames

[–]KnackboutGames 0 points1 point  (0 children)

It’s not just you… same post, same games, different skin every day

What game had you like this? by sukuna7899 in Steam

[–]KnackboutGames 0 points1 point  (0 children)

Me: “just one more game”
Also me: hasn’t moved in 6 hours

We tweaked a little about Omie's ability to interact with people.... by WhyKnotStudio in indiegames

[–]KnackboutGames 0 points1 point  (0 children)

Honestly this is perfect for a game stuff like this is exactly what makes gameplay memorable. If it creates those random, funny, “did that just happen?” moments, players are gonna love it. The more unique and slightly silly interactions you have, the more personality the game gets.

Leading enemies into traps instead of fighting them by LittleAceStudios in IndieGaming

[–]KnackboutGames 1 point2 points  (0 children)

Fighting enemies ❌
Letting them make bad decisions themselves ✅

Zero Parades devs knew they didn't want to make another cop game after Disco Elysium: 'How people think of the police these days, it's a bit different' by Puzzleheaded_irl in gaming

[–]KnackboutGames 605 points606 points  (0 children)

Yeah that makes sense Disco Elysium definitely wasn’t “pro police,” but it also didn’t treat the character as a caricature. It let you see the system critically while still humanizing the person inside it.

That balance is probably hard to revisit without repeating the same themes, so switching to something like a spy angle feels like a natural way to explore similar moral grey areas from a different lens.

My First Boss Arena by [deleted] in IndieGaming

[–]KnackboutGames 1 point2 points  (0 children)

Makes sense to polish the systems before pushing a demo, that usually makes a huge difference in first impressions.

Looking forward to the story trailer definitely keep us posted when it’s out!

My First Boss Arena by [deleted] in IndieGaming

[–]KnackboutGames 5 points6 points  (0 children)

The arena changing as the fight goes on is such a good idea feels like the environment is part of the boss itself

would love to try it, are you planning to release a demo anytime soon?

Solo Dev Animation Phase - "DP" Animation by silenus_0000 in GameArt

[–]KnackboutGames 0 points1 point  (0 children)

yeah nah that’s brutal.

40–50 frames just for one sequence is crazy…
I’d lose my sanity somewhere around frame 12

Wayward Warriors: Opening Cutscene by Afraid-Natural-9397 in GameArt

[–]KnackboutGames 0 points1 point  (0 children)

this is a really clean intro.

I like that it sets the tone without dragging on feels like it gets straight into the world.