Where to Post Your Indie Game for Feedback (2026)
Where to post your indie game for feedback: subreddit rules, Discord servers, itch.io exchange jams and structured playtests, with a post template for each.
Updated · 9 min read · For developers
If you are asking where to post my indie game to get real feedback, the honest answer is that it depends on what you want back. Some places give you brutal critique of a 30 second clip, some give you a handful of people who actually play for twenty minutes, and some will remove your post before anyone sees it. This guide sorts the main options by what they are good for, quotes each community's posting rules as they read in October 2026, and gives you a post you can adapt for each one. Rules change, so open the live rules page before you post anywhere.
First, know which kind of feedback you need
Most feedback posts fail because they go to the wrong place for the question. Pick one of these before you choose where to post.
- "Does this look interesting?" You only need people to watch footage. Clip-based communities are fine.
- "Is the core loop fun and clear?" You need people to actually play, ideally for a set time. You need a playable build and players who opted in.
- "Where do players get stuck?" You need to watch or record sessions. Public comment threads are weak here, because players write what they remember, not what happened. Our guide to vague playtest feedback explains why.
- "Is this build ready for a public demo?" You need fresh players who have never seen the game, on the exact build you will release.
Stage matters too. A one-room prototype belongs with other developers, who forgive rough edges. A polished demo can go in front of players.
Reddit: the big feedback communities
Reddit is where most developers start, and it works if you follow each community's rules to the letter. Moderators remove posts fast, and AutoModerator often filters new or low-karma accounts before a human looks. Every community below wants you to take part, not just drop a link.
r/DestroyMyGame: harsh critique of footage
Best for: "what's wrong with this?" on a game with a real core loop.
What the rules say: every submission must be a video, and the video must be mostly gameplay. Single-mechanic or very early projects aren't allowed, and the video needs an identifiable core loop. Titles can't promote release dates, demos or beta tests, and can't contain URLs. You may post one top-level comment with your link. Top-level replies must contain at least one piece of actionable criticism, and the rules ask commenters not to sugarcoat. You also shouldn't repost without addressing earlier critiques.
What you get: blunt notes on readability, feel, art direction and clarity, from people who watched rather than played. Great for trailers and first impressions, weaker for deep gameplay problems.
r/playmygame: free builds for people to play
Best for: getting people to actually play a free build or demo.
What the rules say: the game must be playable for free right now, and the post needs a direct link to the build plus a short description of the game and your role in making it. One post per month. Games that require an NDA aren't allowed. Paid games only on Trailer Tuesday, with the tag in the title. In July 2025 the moderators also warned they would delete posts from developers who don't give real feedback on other games, asking devs to give more than they take.
What you get: plays and short comments. Treat it as a community you join, not a billboard. Play and review a few other games there first, properly.
r/playtesters: recruiting testers
Best for: a recruitment post for a structured playtest, with a clear ask.
What the rules say: the sub exists to find playtesters, not to promote your game or socials. Posts are text only, with a limit of two per week.
What you get: people who opted in to testing. Write it as a recruitment post: what the game is, what you need, how long it takes, how they get access, and what you will do with the notes. Some developers there offer a small cash thank-you for a recorded session.
r/indiegames: players, not feedback
Best for: showing a finished-looking game to players.
What the rules say: promotion posts need an image, gif or video of real footage. Developer content, devlogs and in-engine posts aren't allowed, and the rules say no promotion under the guise of feedback: no questions in the title, and no asking for feedback on store pages, capsules or trailers. Two posts a week at most.
What you get: visibility, not feedback. Post here when you want wishlists or players, and take feedback requests elsewhere.
r/gamedev: only with context
Best for: a specific design or development question where your game is the example.
What the rules say: no showcasing projects, at any stage. The rules point you to r/indiegames, r/playmygame, r/gamedevscreens or the sub's Discord, which has channels for sharing and feedback. Links are allowed only when they serve a purpose such as a postmortem, analytics, a game jam or a survey whose results you publish.
What you get: excellent answers to precise questions ("players skip my tutorial text, here's the flow, what would you cut?"). A "play my game" post gets removed.
Other subreddits worth knowing
A rules roundup posted to r/IndieDev in late September 2026 found that only some game subreddits allow developers to share their own work, often with conditions. A few details from it that affect feedback posts: r/IndieGaming allows one submission every two weeks and wants your account to be at least a week old with a posting history, r/SoloDevelopment allows two posts a week, r/WebGames wants a direct link to the browser game with its name first in the title, and r/gamedesign only takes promotion in a megathread. Genre subreddits can be the best feedback of all, because the readers are your audience, but many ban self-promotion outright, so read before posting.
itch.io: a place to host, plus one useful event
itch.io is where most early builds live, but a page on its own rarely brings players. Use it as the host and send people to it from elsewhere. Our guide to running an itch.io playtest covers Restricted pages, passwords, download keys and butler updates step by step.
One itch.io event is built for feedback: the Playtest & Feedback Exchange Jam, run by Indie Playtest Fest. It is a monthly developer-to-developer exchange, not a competition. You can submit a build at any stage, including very early prototypes, and in return you must playtest and give feedback on at least three other entries within a month. Feedback goes through itch.io comments, forms, or whatever the developer asks for. The organizers point out that browser-playable builds get tested most, because anyone can open them. Edition #9 takes submissions until November 1, 2026.
Discord: slower to start, best long term
Discord gives the best ongoing feedback once you are a regular, and the worst results if you join a server and post a link the same day.
- Engine and tool servers. Most have a showcase or feedback channel. Other users of your engine give precise technical notes.
- Genre and fan servers. The players most like your future audience. Ask a moderator before posting a build.
- Playtest discovery servers. Servers such as Playtester and Alpha Beta Gamer run playtest announcements and sign-up channels and say they connect players with developers. Read each server's rules on how to submit.
- The r/gamedev Discord, which the subreddit itself points to for sharing and feedback.
- Your own server, once you have testers worth keeping. Add a feedback channel and a bug channel, pin the build link and form, and invite every good tester from every other round.
Get Playtests: built for structured feedback
Most of the places above are communities you have to earn your way into, and the feedback is whatever people feel like writing. Get Playtests is set up the other way round. You post your build (Steam Playtest or demo, itch.io, web, TestFlight or Google Play) and write the questions you want answered, plus a minimum play time. Players choose the games they want to play, claim one, and deliver a written, video or livestream review by a deadline. You approve or reject every review, and a rejected review goes to a moderator.
Posting is free, with no credit card. Developers also review other people's games, which is what keeps reviews coming for every game, and your own first posting may wait until one of your reviews of someone else's game is approved. Developers who review generously tend to get the most back. When your build is ready, post your game for feedback.
A post template for each place
Adapt the details, but keep the shape. Every good feedback post tells people what the game is, what you need, how long it takes and how to get in.
Footage-first communities (r/DestroyMyGame)
Title: Destroy my co-op cooking roguelike, 8 months in
Body: the video. Then, in your one allowed comment:
Solo dev, 8 months in. I'm most worried about two things: whether the HUD is readable during the busy part at 0:40, and whether it's clear the ingredients can be thrown. Free web build if anyone wants to play: [link]. I'll reply to every critique.
Play-it communities (r/playmygame, Discord showcase channels)
Pocket Courier (free browser demo, about 15 minutes). I'm the solo developer. You deliver parcels across a tiny town that rearranges itself every night. I'd love to know where you first felt lost, and whether you wanted to play another night when the demo ended. Play here: [link]. I've been playing and reviewing games here this week too.
Recruitment communities (r/playtesters)
Looking for 6 testers: cozy farming sim, Windows, 30 minutes. Closed playtest of our first two in-game days. You get a private itch.io link with the password built in. Afterwards there's a 6-question form, and if you're comfortable, a screen recording with voice. Testing runs Friday to Sunday. Reply or DM and I'll send the link.
Our playtest survey questions guide has the follow-up questions to put in that form.
How to read what comes back
Wherever you post, sort feedback the same way:
- Separate what happened from what they suggest. "I didn't know I could jump" is gold. "Add a tutorial" is their guess at the fix.
- Count repeats. One person confused by the map is a note. Four people confused by it is your next task.
- Weight by who said it. A developer swap tells you about mechanics. A genre player tells you whether your audience cares.
- Reply to everyone. Thank them, say what you will change, and say what you won't and why. In communities like r/DestroyMyGame, engaging with critique is part of the rules.
- Post again only after changing something, and say what changed.
Mistakes that get feedback posts ignored or removed
- Posting the same thread in ten subreddits at once. Moderators notice, and r/DestroyMyGame's rules ban it outright.
- Asking "what do you think?" Ask about one moment or one decision instead.
- A download from a stranger with no web option. Many players won't run an unknown executable. Offer a browser build when you can.
- Store links instead of builds. Feedback communities want something to play or watch, not a wishlist button.
- Arguing with critique. Ask a follow-up question instead: "what did you expect to happen there?"
- Only taking, never giving. Almost every community above, written rule or not, expects you to review others too.
Quick plan for this week
- Pick your one question for this round.
- Get a build into an easy-to-open form, ideally a web build or a Restricted itch.io page.
- Spend a day giving real feedback in two of the communities above.
- Post once, in the place that matches your question, using the template.
- Post the same build on Get Playtests with your questions and minimum play time, so you have structured reviews alongside the comments.
- Sort what comes back, fix the top problem, and post again only when something changed.
For more places to recruit testers beyond feedback threads, see how to find playtesters, and for running the sessions themselves, see how to run a playtest.
Sources
- r/DestroyMyGame rules (ThreadFox rules index, read 2026-09-26)
- r/playmygame rules (ThreadFox rules index, read 2026-10-04)
- r/playtesters rules (ThreadFox rules index, read 2026-10-04)
- Warning: We are now deleting posts from devs who have not followed Rule 2 (r/playmygame)
- We read the self-promotion rules of 65 game and gamedev subreddits (r/IndieDev)
- What is exactly self-promotion? (r/gamedev)
- Playtest & Feedback Exchange Jam #9 (itch.io)
- Playtester Discord server
- Alpha Beta Gamer Discord server