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theericklopes

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A member registered Apr 08, 2025

Recent community posts

Appreciate the thoughtful response! you’re absolutely right that combat feel starts with design philosophy, timing, and player expectations.

To clarify, I’m not outsourcing the design side of the combat. The core philosophy, timing goals, and interaction rules (hit timing, cancel windows, concurrency expectations, etc.) are already defined. Where I’m currently stuck is translating that design into a clean, responsive implementation in Unreal.

At this stage I’m specifically looking for help on the engineering side, structuring the systems (state handling, buffering, cancel logic) so the combat feels tight and extensible, rather than re-figuring out what the combat should be.

That said, I do appreciate the perspective, and I agree that aligning implementation with the underlying rhythm and feedback is critical.

Hey everyone,

I’m an indie developer working on a fast-paced action game built in Unreal Engine inspired by GunZ the Duel. I’ve been pushing on this project for a while now, and I’ve hit what feels like the hardest wall in indie dev: getting the core combat prototype to actually feel right.

The game is heavily focused on responsiveness and player expression, and the main challenge I’m struggling with is implementing systems like:

  • animation canceling
  • input buffering
  • smooth, readable combat flow (melee + movement)

I’m not looking for someone to build a full game or commit to a massive scope. The goal right now is much smaller and more focused:

👉 A short, paid prototype task to test whether we’re a good fit and to help establish a solid foundation for the combat feel.

I’ll provide clear references (for timing/feel, not visual copying) and a very limited scope — placeholder assets and graybox logic are completely fine. What matters most to me is responsiveness, structure, and extensibility, not polish.

Ideally, I’m looking for someone who:

  • enjoys solving “feel” problems rather than just feature checklists
  • has experience with Unreal gameplay systems
  • is comfortable discussing design tradeoffs and edge cases
  • likes collaborating and iterating on core mechanics

Compensation for the prototype task is paid, and if it’s a good fit, I’m open to discussing continued paid work or a longer-term collaboration.

If this sounds interesting, feel free to reply here or DM me. I’m also happy to answer questions or clarify the scope before anything starts — I want this to be a good experience on both sides.

Thanks for reading 🙏

Hey everyone—

I’m a creative based in Boston working on a solo project inspired by a game I grew up playing. I’m looking to recreate specific gameplay mechanics from that game using Unity, and I’m currently seeking a freelance developer who can bring those mechanics to life.

What I Need:

  • A Unity developer skilled in building mechanics (movement, attacks, physics, etc.)

  • Comfortable working from reference footage and clear direction

  • Available for contract or milestone-based paid work (starting small with potential for more)

If you're interested, feel free to drop your portfolio/demo links below or DM me directly.

Thanks for reading 🙏