r/Unity2D • u/Soyafire • Jan 06 '21
r/Unity2D • u/naverdadenada • May 20 '26
Game/Software Making an Anti-Shooter where you're trying to not hit anyone!
Hey everyone! I'm an indie dev, part of a 5 people team working on a game Called Laser Guy.
A twin-stick anti-shooter where you’re maneuvering your laser around coworkers trying not to blast anyone. Just another day in the gamedev office!
It was originally a GMTK Jam entry a few years ago and got featured in Mark Brown's video, so if you remember the game it's probably from that xD
We recently got back to work on it, and just launched the Steam Page, so wishlists are greatly appreciated ❤️
r/Unity2D • u/Finblast • Jun 21 '21
Show-off Wrote a shader that dissolves sprites in and out based on the players position
r/Unity2D • u/GameDevNerd95 • Feb 19 '21
Show-off This is my updated 2D game i made in Unity called “Walls”. Do you like it, do you have any suggestions?
r/Unity2D
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u/CodeRadGames
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Sep 03 '26
Game announcement After 6 brutal years, I have finally released my first game on steam!
I honestly didn't think I would be able to finish this game.
For the past 6 years, I've been working on Rogue Blight while also working a full-time job. There were countless late nights, weekends, setbacks, and moments where I seriously wondered if I would ever actually make it to the end.
I am so incredibly happy and proud that I can finally share my dream game with the world.
I never thought I'd say this but Rogue Blight is OUT NOW on Steam!
r/Unity2D • u/AhmadCreations • Oct 28 '20
Show-off I hate to admit how long this took me to make.
r/Unity2D • u/Antishyr • Nov 05 '20
Show-off It used to be a 2D game, but we remade it completely within 5 years.
r/Unity2D • u/VickyArtHeart • Feb 12 '25
Announcement It took me 8 months of working on my days off, but finally, Hidden Magical Creatures has a demo! It’s a cozy hidden object game where you help the little witch Violet find creatures from different dimensions. I know it’s a small game, but seeing its demo live on Steam is a huge achievement for me!
r/Unity2D • u/fespindola • Dec 05 '25
Tutorial/Resource All the shaders I've created so far while writing two technical book about this topic
The first book is the Unity Shaders Bible, and the second one is Shaders & Procedural Shapes in Unity. Feel free to use this coupon TT5USD in case you want to grab the books: https://jettelly.com/bundles/unity-shaders-pro-bundle?click_from=homepage_buttons
r/Unity2D • u/smidivak • Oct 17 '22
Show-off My 2nd game has sold around 9000 copies in under 3 days - 15 times more than my first game has sold in over a year!
r/Unity2D • u/Alive_Examination955 • Jan 12 '26
I RELEASED MY FIRST GAME ON STEAM!!! I'M SO HAPPY!!!
Guys i've been grinding for 5 months and i finally released my first game! I am so proud of myself and so thankful of everyone that supported me through this journey! I feel so good!
It's probably going to earn me no more than $10 or even cost me money in the end but still it's my first game and i've finally did it! =D
r/Unity2D • u/TheGabeHD • Jan 14 '21
Show-off Finally got around to adding a speed mode to Chess Attack
r/Unity2D • u/Atonethegame • Sep 26 '19
Character attack animations using rotoscope for our game, ATONE
r/Unity2D • u/TheGabeHD • May 12 '21
Show-off I got a lot of requests to get my game on mobile, so here it is: Chess Attack Mobile
r/Unity2D • u/PlayHangtime • Aug 15 '25
Question How much do you actually listen to feedback when it goes against your vision?
I’m developing a volleyball roguelike, and I’ve been getting a lot of feedback from players asking for multiplayer. The problem is… adding it would completely shift the scope, slow development, and honestly make it into a different game than I thought it would ever be.
Right now, the core experience is single-player, tight AI vs. player matches, and I’ve built everything around that. I get that multiplayer is the obvious thing people expect from a volleyball game — but it’s not my game. I really love the tense moments on match point with your run on the line, strategizing around a fresh playstyle every run, and seeing the AI do things you've never seen before.
I’m wondering how other devs handle this:
Do you stick to your guns when feedback clashes with your vision?
Or do you adapt, even if it risks changing the soul of the project?
I want to make something I’m proud of, but I also want people to enjoy it — watcha think?