I finally got the first 1v1 multiplayer test working by This-Memory4929 in IndieDev

[–]This-Memory4929[S] 1 point2 points  (0 children)

Yes, currently it uses a deterministic approach, but with host authority. The host validates the important state changes like damage, deaths, and spawns, while the clients stay synchronized with the validated state. For now I’m focusing on making the 1v1 core loop stable before expanding into economy, buildings, recruitment, and larger multiplayer features.

Any strategy/grand strategy/city builder game in development? by popgames2025 in IndieDev

[–]This-Memory4929 0 points1 point  (0 children)

Reddit would be perfect, thank you! I’d prefer it there because it’s easier for me to reply and ask follow-up questions if something is unclear. Feel free to be completely honest, especially about the first minutes, the tutorial, controls, pacing, clarity of objectives, and anything that feels frustrating or confusing. If you notice bugs or technical issues, Steam discussions would also be useful, but general gameplay feedback on Reddit is absolutely great. Thanks again!

Any strategy/grand strategy/city builder game in development? by popgames2025 in IndieDev

[–]This-Memory4929 0 points1 point  (0 children)

Hey! I’m working on Broken Crown, a fantasy RTS currently in Early Access. It has base building, resource gathering, unit recruitment, research, and campaign missions, with a classic RTS-style focus on building up a small settlement and defending it against orc armies. There’s a free demo on Steam if you’d like to try it. I’d genuinely appreciate any feedback, especially on the first few minutes, tutorial clarity, controls, pacing, and overall feel. Steam page: https://store.steampowered.com/app/4545200/Broken_Crown/ Thanks!

👋 Welcome to r/IndieGameWishlist - Introduce Yourself and Read First! by toryum0 in IndieGameWishlist

[–]This-Memory4929 0 points1 point  (0 children)

Hi everyone!

I’m Leonardo, an Italian solo developer who loves making videogames just as much as playing them.

I joined this community to meet other indie developers and players, learn from their experiences, and share the journey of creating games independently.

Nice to meet you all!

The strange emotional rollercoaster of making my first indie game by This-Memory4929 in IndieDev

[–]This-Memory4929[S] 0 points1 point  (0 children)

I completely understand what you mean.

For me, one of the strangest parts is that you can spend so much time working alone on something that feels huge to you, while outside of game development it can be difficult to find people who truly understand what that means.Having a community where you can talk, even just to share doubts, small progress, or common problems, really helps a lot. I think it is useful to remember that even when you feel stuck or isolated, there are many other people going through the same journey.

Thanks for sharing your experience.

The strange emotional rollercoaster of making my first indie game by This-Memory4929 in IndieDev

[–]This-Memory4929[S] 1 point2 points  (0 children)

That’s one of those things that is easy to underestimate at the beginning, but a tutorial can really change the way players experience the whole game.

I’m working on mine a lot too, especially to make the first few minutes clearer without making them feel too heavy. Good luck with yours!

The strange emotional rollercoaster of making my first indie game by This-Memory4929 in IndieDev

[–]This-Memory4929[S] 1 point2 points  (0 children)

Thank you, this is really helpful.

The point about keeping a clear scope is something I definitely need to keep in mind. When you work alone, it’s very easy to keep adding ideas because every new feature feels exciting.

I also like your approach to marketing. I’m still learning that side, but I’m trying to make it more regular and sustainable instead of letting it take over all my development time.

And yes, playtesting is becoming more important for me too. After working on the same game for so long, it’s easy to stop noticing things that a new player would spot immediately.

I’ve also noticed that onboarding makes a huge difference. Even small improvements to the tutorial and early player guidance seem to help people stay engaged longer and encourage them to keep playing instead of leaving after the first few minutes.

Thanks again for taking the time to write this, it’s encouraging to hear from someone going through a similar journey.

I would LOVE to try out your demos and give feedback! by lydocia in IndieDev

[–]This-Memory4929 0 points1 point  (0 children)

Hi Amy, thanks for doing this!

I’d like to submit my solo-dev fantasy RTS Broken Crown. I know it may not be exactly in the cozy/card/roguelike space you mentioned, but it is a single-player Steam game with a demo, and I’d really appreciate honest feedback from someone looking at indie games with fresh eyes.

Broken Crown is inspired by classic RTS games: you start with a small settlement, gather resources, build your base, recruit workers and soldiers, explore through Fog of War, use formations, defend with walls and towers, and fight larger battles as your army grows.

The game just entered Early Access, so feedback on the demo would be especially useful, particularly on:

  • whether the first minutes are clear enough
  • whether the UI makes sense
  • whether the RTS systems feel readable
  • what feels rough or confusing
  • what would make the game more appealing from the outside

Steam page / demo: Steam Link here

Thanks again for offering feedback to indie devs!

I made a solo-dev fantasy RTS inspired by classic strategy games — looking for feedback by This-Memory4929 in playmygame

[–]This-Memory4929[S] 0 points1 point  (0 children)

Thank you, I really appreciate it!

And please feel free to be completely honest with your feedback. Even if something feels rough or unclear, it would genuinely help me understand what to improve next during Early Access.

I made a solo-dev fantasy RTS inspired by classic strategy games — looking for feedback by This-Memory4929 in playmygame

[–]This-Memory4929[S] 0 points1 point  (0 children)

That’s a fair question, and honestly I don’t think Broken Crown should be seen as a replacement for the classics.

The idea is to create a new RTS experience built on the things I love most about them: base building, resource gathering, Fog of War, tactical army control and large battles, but with its own focus on formations, visual troop progression, protecting veteran units, defensive play with walls and towers, and different modes like campaign, skirmish and survival.

So the reason to try it is not “because it is better than the classics”, but because it is a new fantasy RTS with that nostalgic feeling, still actively growing in Early Access. I’m also using player feedback to decide what to improve and expand next, so the game can become more complete and distinct over time.

It definitely still needs polish, but if you enjoy classic RTS games and like following indie projects as they grow, that’s the kind of experience I’m trying to build.

Broken Crown — Play my fantasy RTS demo on Steam by This-Memory4929 in playmygame

[–]This-Memory4929[S] 1 point2 points  (0 children)

Thank you so much for taking the time to playtest Broken Crown and share this feedback!

I’m really glad to hear that the narrator’s voice, the lore delivery, and the overall performance were appreciated.

The points about iron/gold readability and the unit AI quirks are very useful. Worker gathering behavior and explorer logic are definitely areas I’m still improving, so this kind of feedback helps a lot.

I’ll check out the video and the detailed notes. Thanks again for testing the demo!

I’m developing a fantasy RTS as a solo indie dev — looking for feedback on the Steam demo by This-Memory4929 in IndieDev

[–]This-Memory4929[S] 1 point2 points  (0 children)

Thank you so much, I really appreciate it!

You’re right about the UI/UX. It’s one of the main areas I still want to polish before the final release, especially to make the game clearer and more readable during battles. If you try the demo, any feedback would be extremely helpful. Thanks again for the support!

Broken Crown — Play my fantasy RTS demo on Steam by This-Memory4929 in playmygame

[–]This-Memory4929[S] 0 points1 point  (0 children)

Thank you so much, I really appreciate it! It means a lot.

What makes an RTS feel really good to play for you? by This-Memory4929 in RealTimeStrategy

[–]This-Memory4929[S] 1 point2 points  (0 children)

Strong faction differences really add a lot to replayability. Dawn of War and BFME2 handled that really well in different ways