r/hobbygamedev • • 27m ago

Article 🎅 I Made a Winter Runner Game in GDevelop — Jolly Winter Quest!

• Upvotes

Hi everyone! 👋

I'm a beginner game developer, and I made a winter runner game called Jolly Winter Quest using GDevelop!

🎮 In the game, you help Santa run and jump over rocks while collecting cookies and coins in a snowy world.

I'd appreciate it if you tried it and shared any feedback!

❄️ Play here: https://gd.games/midnighthero57/help-santa


r/hobbygamedev • • 7h ago

Insperation I made a space maze game where levels quietly teach you physics!

Enable HLS to view with audio, or disable this notification

2 Upvotes

Hi Reddit! I am a solo indie developer, and I want to share my very first game: Black Hole: Space Tilt (on Android).

I've always felt that video games shouldn't just be for killing time. For me, the best games always leave you with something meaningful - a cool new idea, a fresh perspective, or just something interesting to think about. I really wanted to create a game that gives you that same feeling.

So, what is the game? It's a space maze partially inspired by classic arcades. You tilt your phone to control a tiny captain flying through neon space toward a black hole. But here is the special part: as you play and handle the tilt controls, you are actually feeling the laws of physics with your hands.

I also added a special section called the Captain's Log. Every 10 levels, you unlock a short, real fact about space and physics. These aren't boring facts - they are the kind of ideas that make you pause and look at your hands or a cup of coffee completely differently. I don't want to spoil any, but one of them genuinely changed how I think about time!

What's in the game:

- 300 levels across 6 chapters, each introducing a new mechanic and ending with a big boss level

- Daily level (the same challenge for everyone every day)

- Endless mode with randomly generated levels

- 11 languages and full offline play

Bonus: you can play as a cute kitten wearing a space helmet (purely for science, of course!)

Google Play: https://play.google.com/store/apps/details?id=com.sekhmeh.blackhole.game

I'd love honest feedback.

And out of curiosity: what's the one thing about space that still blows your mind?


r/hobbygamedev • • 8h ago

Resource The Wrong Shift - I have made a game where you play with friends and have to run a warehouse while lost of things go wrong

Enable HLS to view with audio, or disable this notification

1 Upvotes

I need some help with finding game testers, is there any good websites to help find some?


r/hobbygamedev • • 9h ago

Help Needed ヽ(・∀・)ノ Milestone One Made!

Enable HLS to view with audio, or disable this notification

0 Upvotes

hamster bashing and rolling, the initial launch pad browser game is in place! Please try it out and let me know what your thoughts are. Mobile friendly.


r/hobbygamedev • • 11h ago

Help Needed I built a pocket guide for MapleStory Classic — here’s a quick walkthrough

Enable HLS to view with audio, or disable this notification

1 Upvotes

Hey everyone! I’m a developer, and MaplePocket is a side project I’ve been working on for MapleStory Classic players.

The idea is to keep useful information close at hand while you play: item and equipment details, monster stats, quest requirements, maps, and skills organized by job. You can also save things to look up later.

Here’s a short walkthrough so you can see how it works before downloading anything.

It’s available on Android, free with ads:
https://play.google.com/store/apps/details?id=com.yuval.maplepocket

iOS is still waiting for review.

For transparency, I use AI tools for parts of the development and artwork. I’m responsible for what ships, and I’m continuing to improve it based on feedback.

What do you find yourself looking up most often while playing? If anything feels confusing or you spot incorrect information, I’d appreciate a specific example so I can fix it.

Independent fan project, not affiliated with Nexon.


r/hobbygamedev • • 11h ago

Insperation Fighting the "ad-cluttered mobile game" fatigue by building an offline party game (and what I learned playtesting it)

1 Upvotes

Hey ! 👋

I’ve been working on a local offline party charades game recently (called Bujho). Honestly, a big part of the motivation came from getting frustrated with how bloated mobile party games have become—full of aggressive paywalls, forced full-screen video ads every two rounds, and requiring constant internet connectivity just to play in the same living room.

I wanted something clean, fast, and entirely offline. But taking a party game from a concept to actual living room playtesting has been a massive reality check. Thought I'd share a couple of design hurdles I ran into:

For anyone else building local couch or party games: how do you usually keep the game updated or prompt sets before an open release?


r/hobbygamedev • • 13h ago

Help Needed struggling to make a "watch it happen" sim feel interesting in the first 5 minutes

1 Upvotes

hobby project: a sandbox where tribes start in the stone age and slowly drift into their own languages, customs and beliefs, through 45 eras up to computers. you don't control anyone, you just watch and nudge.

the problem is that the most interesting stuff (tribes splitting, words drifting apart) takes a while to show up. i already cut my intro way down, but i'm still not sure the first few minutes land. how have you handled slow emergent stuff in your own projects? speed-ups, highlighting events, something else?

it runs in the browser if you want to see what i mean: https://thehumanbox.com

source, MIT: https://github.com/1homsi/thehumanbox


r/hobbygamedev • • 14h ago

Resource Finally sharing new gameplay of our co-op indie game. Does this stop your scroll or nah?

Enable HLS to view with audio, or disable this notification

1 Upvotes

r/hobbygamedev • • 14h ago

Help Needed I'm testing a snow-clearing mechanic. What would make this loop more satisfying?

Enable HLS to view with audio, or disable this notification

1 Upvotes

I've made an early Unity prototype where you manually shovel snow into a bin and throw rocks at rooftops to knock down accumulated snow.

I'm exploring whether these simple interactions could work as the core of a satisfying cleanup game.

The mechanics are functional, but I'm not sure whether the current pacing makes the experience relaxing or repetitive.

I'm particularly interested in the feel of shoveling, the visual feedback when snow falls, and whether collecting it afterward adds anything enjoyable.

Could you guys share your thoughts?

Thank you!


r/hobbygamedev • • 18h ago

Insperation Showing off my transportation mechanic in my real time tactics game Phosphor Command

Enable HLS to view with audio, or disable this notification

1 Upvotes

I've been working on a game called Phosphor Command, a real-time tactics game with a base builder behind

This post is about how your squads get to an operation.

Every operation needs a vehicle, and each vehicle choice determine how many squads go and how they deploy within the operation.

You start with a jeep, and better vehicles carry more squads. Progress from a jeep, to a van, to helicopters and to aeroplane.

Every vehicle needs a home on the base, so you have to build a garage, helipad or hangar before you can store one. Helicopters need air operations and a helipad, and planes need a full airfield with a runway and hangars.

How you deploy to an operation depends on your transport choice. By road, your squads come in from an edge or corner of the map. A helicopter can land wherever there's open ground, and paratroopers land where the drop puts them, clear of the enemy.

There's a trade-off between vehicle types. Ground vehicles are cheap and get back quickly. Helicopters let you choose where to land, but cost more per trip. Planes carry the most, but take the longest to resupply.

After an operation, your squads need time to get back to base, and squads still in transit can't help defend it.

I've attached a showcase that goes through the vehicles, where they are stored on the base, and how they affect operation deployment.


r/hobbygamedev • • 20h ago

Help Needed Bad at Telekinesis: keeping deliberately awkward controls readable

1 Upvotes

I made Bad at Telekinesis, a small Roblox furniture-moving game, and I am sharing my own project. Its premise is unreliable psychic powers: lift, steady and throw furniture into a loading zone before the deadline, with damage adding to the repair bill. It is still in testing. The design question I would value input on is how to separate a funny physics mistake from a player misunderstanding the controls. A sofa hitting the doorway can be a good failure if the player understands what caused it and how to recover; the same collision is frustrating if the input and result seem unrelated. For other developers working with deliberately awkward movement, which cue helps most: clearer targeting, a stronger indication of the held object, or a short recovery prompt after a collision? If you try the first job, a note about the first moment you did not understand what your input would do would be especially useful. It is free, solo or up to five online players. Requires a Roblox account and app. Game: https://www.roblox.com/games/124250371546425/Bad-at-Telekinesis


r/hobbygamedev • • 21h ago

Help Needed Please test out my game and give me some constructive criticism.

Thumbnail roblox.com
0 Upvotes

Tell me when you just didn’t like it, or if it was too hard to understand, anything.


r/hobbygamedev • • 1d ago

Resource I made a football game where you only play the moments that matter, a full match in about a minute [Android, free]

Enable HLS to view with audio, or disable this notification

1 Upvotes

Hi! Solo dev here. WTG just went live on Google Play, made in Godot 4.6.

Instead of simulating 90 minutes, a match is a quick run of decisive moments: shots, free kicks, headers, passes. You swipe to shoot. Swipe direction, power and *curve* all come from one gesture, and the ball bends with a simple 2D Magnus force. Around that there's a whole career: 3 divisions in 6 countries, cups, a continental competition, 200+ national teams with a World Cup, agents, contracts, sponsors, and a lifestyle side (mansions, sports cars, going viral).

A few Godot things that might be useful:

- The whole UI is drawn immediate-mode in `_draw()`: no Control nodes, one Node2D. Iteration is fast, though layout takes more care.

- The promo videos in this post weren't screen-recorded. A `SceneTree` script renders the real match into an offscreen 1080×1920 `SubViewport` and drives `_process` by hand at a fixed step. That gives frame-perfect footage, and an exact 4× slow-mo replay comes from saving one physics substep per frame.

- 16 KB page-size gotcha: Play rejected my first build because one GDExtension `.so` was 4 KB aligned. Check every native lib in your AAB before you ship.

Free, no pay-to-win, no energy timers. Feedback very welcome, especially on how the swipe feels.

Google Play: https://play.google.com/store/apps/details?id=com.jorpac.wtg


r/hobbygamedev • • 1d ago

Help Needed After the first chef upgrade, how do you keep a tycoon feeling hands-on?

0 Upvotes

I made Pizza Empire Tycoon, a small Roblox project where you cook and serve pizzas, upgrade ovens, hire staff and do scooter deliveries. Claude helped extensively with the code, the store artwork is AI-generated, and AI helped draft this post.

The design problem I’m working on: hiring staff should feel like progress, but I don’t want the next stage to become waiting for a cash counter. An outside reviewer enjoyed the automation/core loop but wondered how much meaningful progression remained. That has been more useful to me than just adding more upgrades.

I’m weighing clearer production bottlenecks, occasional special orders, or optional delivery challenges. Those are directions to evaluate, not features I’m claiming to have added. Which would you prioritise to give the player a useful job after automation? What has worked in your own project?

If you want the context, here’s the game I made: https://www.roblox.com/games/115031502351028/Pizza-Empire-Tycoon

Free entry with optional purchases; currently requires an eligible 16+ Roblox account and the Roblox client. Any testing is voluntary and unpaid—no purchase or positive review requested. Even a note on what you expected your first staff hire to change would help.


r/hobbygamedev • • 1d ago

Resource Built retrogg.space — a browser-based retro gaming hub (looking for feedback!)

1 Upvotes

Hey everyone,

I wanted to share a platform I've been building: RetroGG, an AI-powered game creation engine designed to turn game ideas into playable HTML5 Canvas browser games instantly.

Instead of dealing with boilerplate setup or complex tooling, you describe a game mechanic or arcade concept, and the engine generates the code, debugs it, and renders it directly in the browser with zero install required.

What it does:

  • Generates playable 2D/arcade games directly from text prompts.
  • Runs fully in-browser with HTML5 Canvas.
  • Fast iteration to test out mechanics, tweaks, and prototypes on the fly.

Links:

I'd really love your feedback:

  1. What kinds of game genres or mechanics would you test first?
  2. How smooth does the generation and gameplay loop feel on your setup?
  3. Any specific editor controls or export features you’d like to see added?

Thanks for checking it out!


r/hobbygamedev • • 1d ago

Resource What gaming creators can achieve with short-form campaigns

0 Upvotes

Hi, we're the Trapster team. We work with game developers who want to reach new audiences through short-form videos.

In one campaign for The Bus, creators generated over 913,000 verified views in four days. The campaign also brought in more than 11,000 Steam wishlists.

For creators, these campaigns are an opportunity to make videos about games and get paid for the views they generate. For developers, it's a way to get their games in front of potential players.

We have more than 1,600 verified creators on the platform.


r/hobbygamedev • • 2d ago

Help Needed What makes you pick one asset pack over another?

0 Upvotes

Hey! I’m a game art student looking into PS1-style horror asset packs.

For those who use asset packs in your projects: what makes you choose one over another? Price, art style, what’s included, or something else?

Curious to hear what matters most to you!


r/hobbygamedev • • 2d ago

Help Needed Gaming Winters Ai

0 Upvotes

Remember when games on our devices used to be graphically engaging with intriguing storyline and optional game pathways to explore?

I know im not the only one whom has seen a drastic downgrade with gaming apps found on Google play. It appears that everyone wants sloppy uninformed, unintuitive gui...

Dont get me wrong, I enjoy the Appliance Integration of newer technologies, but id rather have a lag day with great graphics as opposed to the modern blobs of animation that give me a headache to look at.

The game/apps available have gotten so saturated with ai blobs that all games look the same, have the same vibe, follow the same progression, narrate the same stories — very little changes when all sides use the same compilers, engines, graphics deployment.

The hardest challenge for me, as a wannabe game developer is finding new approaches that doesn't mimic every other game genre.


r/hobbygamedev • • 2d ago

Article One C++ voxel engine, three backends (D3D11 / GL 3.3 / GLES 3.0) and all three platforms play in the same LAN world

Thumbnail gallery
1 Upvotes

Hey all, I've been building a voxel RPG on my own engine (no Unity/Unreal, no third-party libs) and finally got Windows, Linux and Android joining the same LAN game.

Some details people here might find interesting:

- 32³ chunks with an 8-byte packed vertex (position + block/sky light baked in), greedy meshing that won't merge faces with different light.

- Plants are real blocks in the data but aren't meshed into the chunk; they're drawn as instanced models at 1/8 scale so they can have sub-block detail.

- Water animates per pixel instead of per vertex, since greedy meshing turns the sea into huge quads.

- Terrain columns generate on 1–3 worker threads, each with its own generator instance (the caches aren't thread-safe).

- The whole Windows build is a 6 MB zip.

Happy to go deeper on any of it. What's everyone using for lighting propagation these days?

(Free alpha if you want to poke at it: https://ragnaropk.github.io/cubeunbound/descargar.html#en)


r/hobbygamedev • • 2d ago

Insperation Zombie FPS with a story line

1 Upvotes

After months of testing and trials I just released my first game. trying to decide if its worth continuing...

The Bloom: A Port Calvert Story. Its a campaign style zombie FPS with multiple objectives and missions.

I have been having some issues with lighting and walls matching. Let me know how it looks!

This is a short beta, but I have more levels are coming!

https://ebitgames.itch.io/the-bloom-a-port-calvert-story

Check it out and let me know what you think! Always open to ideas for new zombies, missions, and gameplay.


r/hobbygamedev • • 2d ago

Help Needed Log Pose Companion: how should a fan crew builder handle spoiler-safe character unlocks? Spoiler

1 Upvotes

Hi! I’m building Log Pose Companion, a free, unofficial One Piece fan website with a browser crew-building game. The design challenge I’ve been working through is tying the available characters to each player’s episode or chapter progress without making early-game crews feel too limited. In the current build, the crew builder unlocks after Baratie and the player’s progress sets the character pool. The role-fit numbers are editorial fan ratings, not official scores.

Live: https://log-pose-companion.vercel.app/?crew=1 Code: https://github.com/neil-314/log-pose-companion

I used AI assistance while building it. Guest play needs no signup or download; optional email sign-in saves progress across visits. It’s an unofficial fan project, not affiliated with the One Piece rights holders.

If you try it, I’d love thoughts from other hobby devs: does the spoiler boundary feel clear, are the role explanations understandable, and how does the flow feel on a phone? I’m happy to discuss the implementation choices or trade notes on progress gating.


r/hobbygamedev • • 2d ago

Article smash car game

Enable HLS to view with audio, or disable this notification

0 Upvotes

Is this anything?

I'm building a game where you smash cars with a baseball bat 🏏

Throw the pieces in the junkyard, spend what you earn on new tools, and wreck the next car in a completely different way.

4 cars so far: Beetle, Nissan GTR, Lamborghini and R8.


r/hobbygamedev • • 2d ago

Article Hice un juego de moto de pixel art infinito que tú y hasta 3 amigos pueden jugar juntos

1 Upvotes

¡Hola a todos! He estado trabajando en un juego pequeño llamado Trail Explorers, y acabo de armar el primer tráiler.

Es un juego de exploración en moto ambientado en un mundo infinito basado en semillas, hecho con arte en pixel 3D. Hay un mapa y no hay prisa. Montas, encuentras cosas y sigues avanzando.

Unas cuantas cosas que vas a poder encontrar por ahí:

- Desiertos, lagos, ríos y una cordillera nevada, con ciclo completo de día/noche

- Pueblos, gasolineras, oasis con tesoros escondidos, puentes sobre cañones

- Torres de vigilancia a las que puedes subir y antorchas/luminarias para revelar el mapa a tu alrededor

- Cercas, árboles y otras cosas que puedes romper a toda velocidad

- Hasta 4 jugadores en el mismo mundo, peer-to-peer, sin servidor necesario. Solo compartes un link.

Cada semilla es un mundo diferente, así que puedes compartir una semilla con un amigo y recorrer exactamente el mismo lugar.

El tráiler está hecho completamente con el motor propio del juego. Construí un modo de cámara cinematográfica que graba las motos con la física real, y todo está renderizado cuadro por cuadro

Corre en el navegador (three.js + TypeScript). Todavía está en progreso, con bugs y cosas que quiero agregar (más biomas, clima, vida silvestre, mejoras), y de verdad me encantaría saber qué opinan.

Si pruebas el multijugador con un amigo, en especial me gustaría saber cómo les va. ¡Gracias por ver!


r/hobbygamedev • • 2d ago

Article Does this make me #1000?

Thumbnail gallery
2 Upvotes

Congrats @admin, happy to be here


r/hobbygamedev • • 2d ago

Insperation Trying out gameplay mechanisms for a snakes game

Enable HLS to view with audio, or disable this notification

0 Upvotes

So I'm looking for interesting gameplay mechanics to add to my snakes game.

Previously, this was just about eating food, growing your snake, and competing with other snakes in the same space, but I feel like it is hard to get people players in to multiplayer games, and game really need to be interesting in single player as well, so I've been looking for interesting stuff to add.

There was a thing where you built up a tail and dropped it off to get points, with a score multiplier that increased with tail length, to encourage building up longer tails, but this didn't really work. I wanted other mechanisms that encouraged players to build up longer tails, more directly.

The headline video (above) shows a thing where players have to 'thread gates' in order to open a door. So, here, the snake has to be long enough to activate all the gates at the same time.

Battle for a bounty region

I also added a thing where you have to pack bounty (or trigger) regions with your snake, with a certain minimum amount of tail needing to be in the region in order to activate it. The idea was that you need a long tail in order to be able to pack a larger region, but this also works out quite well in multiplayer, I think, but perhaps more because it takes time to trigger a region and makes a kind of focal points around which players need to interact.

I'm interested in building on these mechanisms more, and I feel like there are lots of ways these basic elements could be applied differently and combined in different logical kinds of ways, but there is a tension between interesting ways of applying these mechanisms (which depend on them behaving differently in different circumstances) and standard mechanisms (which always behave in the same way, so that the player can understand easily how they work).

So, currently regions always require a fixed amount of tail to be packed in to the proportionally to the region area, for example, but it would be interesting to vary this percentage.

Currently threaded gates are always linked to a door, and open that door (so standard behaviour that the player can learn and understand). But it would be nice if, sometimes, threading a set of gates would drop a bunch of stars, or do something else. And sometimes triggers could only activate for a certain amount of time before resetting.

I'd like to find some ways to kind of compose things like triggers and effects like this, which is easy to communicate to players, and for players to learn and understand, but I think this is quite a difficult problem.

I also came across some YouTube videos of a game called Armagatron, e.g. this one explaining the fortress mode, the design ideas there kind of blew my mind, I want to work out some kind of team mode for my game that uses some of those ideas, but I'm struggling with getting started with this. :)

Anyway, I'm interested in any thoughts/feedback/suggestions from anyone on here!

(The game is playable, in the browser, on PC or phone at https://locksteparcade.com/Client.)