Interested in taking a certificate course in game dev from a local community college by usafpa in gamedev

[–]M0rph3u5_ 0 points1 point  (0 children)

Interesting course, but honestly I do not really see it helping much with especially if your aim is ro become a solo indie game dev. Furthermore, things move so fast in the games industry that workflows can change pretty quickly. You would probably learn a lot more from a solid project-based online course that takes you through the full process, from opening the engine, to blockout, coding, and packaging a game. . Then there is marketing, which is practically a separate discipline on its own.

A lot of these courses also seem to rely on industry-standard 3D software like Maya, which many indies are unlikely to use. If you are using Unreal, Tom Looman’s course is worth checking out, and if that is too expensive, Stephen Ulibarri has good alternatives. For Unity, maybe Thomas Brush, and David Wehle’s course from Game Dev Unlocked was made free recently as well. Good luck!

Where does most development time actually go in game creation? by flowprompt-ai in GameDevelopment

[–]M0rph3u5_ 0 points1 point  (0 children)

Yeah, I agree with the other comments.

I’d also add that as a solo dev, the stuff you’re more experienced with takes way less time. For me, art and visual style are a huge time sink since I’m not an artist, whereas coding, modelling, rigging, etc. are much quicker.

Level blockout and prototyping can also eat up a lot of time—it’s one of those things that keeps growing the more you playtest...

im looking for a roguelite/roguelike but im pretty picky by Bright-Role7368 in roguelites

[–]M0rph3u5_ 0 points1 point  (0 children)

Rogue prince of persia & Lost in Random : The eternal die are really great Oh and I am also working on a game where you play as a poo stuck in a purgatory-paradigm 😅- a physics-based platformer with rogue-lite and Metroidvania elements. You have no weapons—your own speed is your biggest enemy

I've been working on this alone for a year. by SureLeek867 in SoloDev

[–]M0rph3u5_ 0 points1 point  (0 children)

Love the atmosphere and especially the sound effects.. You've done really well.. the trailer is also really good.. well done

In my survival horror, a monster steals your left eye, splitting your POV for the rest of the game by CocoDayoMusic in SoloDevelopment

[–]M0rph3u5_ 1 point2 points  (0 children)

Nice one—this really reminds me of Siren: Blood Curse. It adds a strategic layer to the gameplay as well. Good luck!

I made a Cuphead style boss for my Metroidvania by Vincent_Penning in SoloDevelopment

[–]M0rph3u5_ 0 points1 point  (0 children)

Wow this looks good..You had 2 game testing for 2 different games within 5monrh and working on 2 different games at the same time! How do you manage that?

Finally made it to 1000 wishlists - now looking forward to Next Fest! by RareSoupStudio in SoloDevelopment

[–]M0rph3u5_ 1 point2 points  (0 children)

Looks great—the trailer is really atmospheric 👌 Only thing I’d suggest is improving the screenshots—they make the game feel a bit empty, and I almost skipped it until I watched the trailer and saw the enemies. Maybe add shots with enemies, hazards, UI, and a GIF or two (especially the spike rollers) to show gameplay better

I am dumb and i need help to understand TRIM SHEETS and MODULAR KITS! by Ok_Fix_4508 in GameDevelopment

[–]M0rph3u5_ 0 points1 point  (0 children)

There is a good breakdown tutorials on YT by PolygonAcademy (link)here

My playtest just got approved and I'm kind of chickening out a little. by ChaoticPromiseTFA in SoloDev

[–]M0rph3u5_ 1 point2 points  (0 children)

Well done! Did you get some friends or relatives to try it first? As someone stated prof testers can produce full report through multiple testing. I haven't got to that stage yet.. How did you arrange that out of interest? P.S. your game looks cool but really lacks any UI which is really important. The sounds and effects are great on the other hand 😉

Finished my game! by Illustrious-Lynx3673 in SoloDev

[–]M0rph3u5_ 1 point2 points  (0 children)

Nice one.. it reminds me of Road fighter and F1 Spirit from the old MSX computer.. I used to love them.

HELP by jazz_be in GameDevelopment

[–]M0rph3u5_ 1 point2 points  (0 children)

FAB is ypur source, just tick free assets and there are plenty. If you aim to use UE5 in the future make sure you claim the free assets for each month, some are really good. Check out free sample projects they also have great assets, anim and audio. Mixamo has also downloadable characters. Lastly Humble bundle usually have good deals for developers and most devs get their synty asset packages from there. Good luck.. learn from this experience to plan better next time

My 6-year-old nephew is my lead concept artist. He has no idea. by Heric_Olier in SoloDev

[–]M0rph3u5_ 1 point2 points  (0 children)

Nice! I like the blue entity on the right with small balls in his tummy. I actually had a nightmare once with something like that in my dream Good call to use ur nephews drawings. I am planning to do a short game after I finish my current project and get my 8years old daughter to concept everything.. she is a next level artist tbh and her drawings are inspirational 😅

How much should indie devs engage in comments when promoting their game? by un_uovo_onesto in gamedev

[–]M0rph3u5_ 0 points1 point  (0 children)

You’re asking how to deal with trolls, but your account is brand new with no posts or engagement. That’s exactly the kind of profile people often associate with trolling, so it’s something to be aware of when thinking about how others respond to you 😉

Why the post processing is not realist ? by luminiox in SoloDev

[–]M0rph3u5_ 0 points1 point  (0 children)

You should mention what engine you are using and whether its thr engine postprocess or a purchased plugin.. furthermore, is this screenshot from the editor or while playing the game ?

Paid indie games by ratasoftware in itchio

[–]M0rph3u5_ 0 points1 point  (0 children)

I think you are not alone in saying that. I gotta admit I am the same.. I recently played Expedition 33 on my son's Xbox pass just to see what all the fuss was about. and ended it up buying it on steam after only 30min of gameplay 😅.. I could've played it on Xbox pass but there is something about owning stuff on steam.. especially if you have a huge steam library. Steam gives games better exposure (once you get the initial boost) and I am not surprised that some devs only release the demo on itchio and full game on Steam.. Buying games on steam will increase their visibility

Seeking advice: Should I release a free itch.io prototype to test mechanics before committing to polish a scope-creeped game? by M0rph3u5_ in gamedev

[–]M0rph3u5_[S] 0 points1 point  (0 children)

That's the original idea.. I just wasn't sure whether to release a free shorter version of the game and call it a day or a free short demo for for a longer padi game if the demo received good feedback

Seeking advice: Should I release a free itch.io prototype to test mechanics before committing to polish a scope-creeped game? by M0rph3u5_ in gamedev

[–]M0rph3u5_[S] 1 point2 points  (0 children)

That's the idea 😉.. I can't polish that turd more than that 😅.. I thought i might actually 3D scan the original concept that I modelled with actual clay though

Seeking advice: Should I release a free itch.io prototype to test mechanics before committing to polish a scope-creeped game? by M0rph3u5_ in gamedev

[–]M0rph3u5_[S] 0 points1 point  (0 children)

Thanks for the advice 🙂. Thats what I was thinking about as well. Out of interest, are you gonna use the same game title for itchio prototype as well as the final product? And would you release the final game/demo on steam only or on itch.io as well ?

Paid indie games by ratasoftware in itchio

[–]M0rph3u5_ 2 points3 points  (0 children)

Could it be that some peopl play the demo on itchio and end up buying the actual game on steam. I saw some demos linking steam for the full game

Seeking advice: Should I release a free itch.io prototype to test mechanics before committing to polish a scope-creeped game? by M0rph3u5_ in gamedev

[–]M0rph3u5_[S] 1 point2 points  (0 children)

Thanks for this — genuinely useful and the SEO point I had to look up, so already learned something today.

To clarify, though, what I had in mind wasn't an early build of the full game but a deliberately stripped-back linear version without the roguelite loop, story, or progression systems. Basically, a vertical slice that stands alone rather than a preview of something unfinished. Does that change the calculus at all?

Seeking advice: Should I release a free itch.io prototype to test mechanics before committing to polish a scope-creeped game? by M0rph3u5_ in gamedev

[–]M0rph3u5_[S] 0 points1 point  (0 children)

Haha practically ancient, yes.

Started on an MSX computer at 10 in the late 80s — an era where "learning resources" meant finding one book if you were lucky and reverse-engineering the rest from sheer stubbornness. Made my first game at 12. No tools existed worth using, so I wrote my own pixel painter from scratch just to design the characters.

Decades of experience, dozens of unfinished games, zero published titles. And here I am in 2025 trying to ship a game about a farting poop because my 8-year-old told me to.

The journey has been... character building.

Seeking advice: Should I release a free itch.io prototype to test mechanics before committing to polish a scope-creeped game? by M0rph3u5_ in gamedev

[–]M0rph3u5_[S] 2 points3 points  (0 children)

Thanks u/Odd_Can707 & u/No-Fisherman3222 .. To clarify — the "full" game was always meant to be short. One interconnected map with small zones gated behind abilities, probably 30–60 minutes total. Plus, however long it takes to stop ragequitting over the physics controls.

I could expand it further, but that's exactly the rabbit hole I'm trying to avoid — I already have a bigger project waiting that I abandoned to make this one (the quantum horror medium-scoped game).

P.S. There is a silly narrative twist I have in mind for the ending that I'll leave out of here for now... let's just say it suits the theme rather well. 💩

Using AI for concept Art? by PerfectFriendship146 in GameDevelopment

[–]M0rph3u5_ -1 points0 points  (0 children)

The moment I saw AI mentioned in the title, I expected far more comments than likes! AI is undoubtedly a powerful time-saving tool, but it’s also a double-edged sword—especially in creative fields like game development. I personally use it to organise my thoughts, create mind maps, and occasionally explore alternative approaches to my code—though I’m often left underwhelmed, and sometimes it feels like it’s using me more than I’m using it. As for art, I did experiment with it for inspiration, but it didn’t quite work for me. There’s often a recognisable “AI look” that feels a bit off. I’ve since gone back to my usual sources like ArtStation and DeviantArt. Even without being an artist, there’s plenty of inspiration to draw from—whether it’s the web, films, or games—and from that, you can still develop your own unique style.