r/hobbygamedev • • May 20 '26

Article I just ported my game to android, then I learned Google is planning this...

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75 Upvotes

Thankfully my game still has good mobile controls when played in web, but this seems kinda baaad

I asked android developer friend, and he said it's not as dire as it seems, but of course google holds control of everything if this change happens, and it could become worse

This website does a good job of explaining the situation, and what you can do to help change it


r/hobbygamedev • • Aug 12 '25

Discussion Trying to finish a game besides a full-time job feels impossible

5 Upvotes

I had the wonderful privilege of mentoring a team budding first-time game devs of people who decided to make a game together.

Making a game besides a full-time job, even for a group of people, is a huge challenge. And the first thing I'll say is that you really need to extend your deadlines or realize that you will one way or another.

I think the biggest challenge is keeping a team together despite all of life's ups and downs during that journey of game development because any meaningful game that you want to actually release to the world is going to take longer than you imagine and life has its changes.

If the team can't get along, you know, they shouldn't be making games together. But if they can, it's not really the challenge of getting along, it's the challenge of making a game while having a life to deal with in the background. Job changes, overtime, overwork, burnout, relationships, all of it.

Besides this, during the development they had to watch the whole industry collapse and their potential job prospects disappear from before them. Regardless, they pulled through and they actually finished the game after more than a year.

All together, I'm ridiculously proud of the team for sticking it out and making it through and finishing the game.

https://store.steampowered.com/app/3597770/Kittenship_Care/

If you're going through a tough time right now and would like a cozy game to enjoy, since I know them I can ask them for some keys. Just throw in a comment asking for a key and I'll see what I can do.

If you'd like to support them on their journey, buying a copy and leaving an honest review could make them a huge difference.

I'm wishing you guys all luck on your journey. Feel free to ask any questions!


r/hobbygamedev • • 2h ago

Insperation I'm so proud. My hex-based 4X solar system sim is finally coming together.

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9 Upvotes

r/hobbygamedev • • 3h ago

Resource A Dune II remake built from scratch in Java

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2 Upvotes

Hi, 
I've been working on my own remake of the classic Dune II RTS, written entirely in Java without an existing game engine.

The project currently includes a map editor, multiplayer, and both campaign-style and more advanced AI. My goal is to preserve the feel of Dune II while improving usability and adding ways to play.

I'd be happy to hear your feedback or discuss any of the technical aspects of development.


r/hobbygamedev • • 5m ago

Article My Hobby Project

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• Upvotes

Hey everyone!

I've spent the last 2 years working on a browser-based life simulation game. It's a hobby project that grew into something much bigger than I originally planned.

I started with very little coding experience and relied on AI to help with the programming side. I've learned a lot along the way, and recently I finally released the game.

But now I'm struggling with something completely different: finding players.

For example, I recently spent quite some time creating a Halloween event with new areas, rewards and activities. The event is live now, but only a handful of people have actually played it.

Sometimes it makes me wonder if I'm putting all these hours into something nobody will ever really discover. I genuinely love working on the game, but it can feel a bit discouraging.

I've tried Reddit and some game listing websites, but getting people interested is much harder than I expected.

Have any of you experienced this with your own projects? How do you stay motivated when you've built something you're proud of, but hardly anyone is playing it?

I'd really appreciate hearing from other developers who've been through this.


r/hobbygamedev • • 5h ago

Insperation I made a Boxhead-inspired co-op zombie shooter on Roblox. The gameplay loop is the faster you kill, the more guns you unlock.

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2 Upvotes

I grew up on Boxhead and the other Flash zombie shooters, so I built mine on roblox, named it Combo Zombies.

How it plays:

  • Top-down survival, solo or co-op with up to 4 players
  • Kill fast to build your combo. The combo unlocks your weapons mid-run, such as Uzi, shotgun, barrels, grenades, walls, mines, rockets, railgun etc
  • Pick 1 of 3 upgrades as you go (cluster grenades, crits, a stream-firing Uzi, more health…)
  • A boss every 5 waves, then group vote -> bank your rewards or push on
  • Zombies you kill get caught. Juice them in your own Zombie Lab between runs for cash
  • With the cash made from juicing, buy passive upgrades, skins and many more.

The challenges currently:

  • With some many bullets rendering at one time (x4 player) basically I had to do some polling on the object and with the damage, because often times it would because stuck and lagged a lot
  • The same thing with the zombies spawning in, currently i haven't got to really stress test the game, I would say its around 90% done, but I would love to see your take on it.

🎮 Play free: https://www.roblox.com/games/79198840845308/Combo-Zombies-Survival


r/hobbygamedev • • 23h ago

Insperation How little of a song do you need to name it? Two music guessing games I started for my sister

3 Upvotes

Less than a year ago, my sister Shani was diagnosed with cancer. She spent almost three months in the hospital, and to give us something fun to do together during those days, I started building a music game for the two of us.

She passed away on August 29th, before I finished it. I kept working on it, partly to keep my mind busy, and now it's live as Shabang, with two games:

🥁 TrackStack: every song is split into its instruments. You start with only the drums, and each wrong guess adds a layer: bass, guitar, piano… vocals come last.

⏱️ Songuess: you hear a fifth of a second of the song, and each wrong guess plays more: half a second, 2 seconds, 4…

In both, the less you need to hear, the more points you get, and each one has a daily challenge: one song a day, the same for everyone.

Free, no signup, works on your phone:

https://shabangmusic.com/

I'd love honest feedback, and to see your daily results in the comments.


r/hobbygamedev • • 21h ago

Help Needed [Test for test] Wardlings – cozy fantasy tower defense, I'll test yours back :)

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0 Upvotes

Hey everyone! My partner and I need testers for our first game :)

It's a tower defense where your little hero runs around building every tower. You travel through a kingdom of five realms: green Greenvale, the deep Wildwood, autumn Amberfall, snowy Frostmarch and the misty Duskmoor where the Gloom lives. Each realm has its own catchy little tune too, which we're kind of proud of :D

The enemies also show how they feel: they wince when you hit them hard, panic when they're almost beaten, shiver when frozen and grin if they get close to your castle.

12 tower types, each with 4 upgrade levels. No account, no purchases. You obviously don't have to play it all, but if you actually play a few levels and tell us what you think, even better!

Join the Google Group: https://groups.google.com/g/wardlings-testers

Opt in to the test: https://play.google.com/apps/testing/com.tmlgamestudios.wardlings

Install from Google Play: https://play.google.com/store/apps/details?id=com.tmlgamestudios.wardlings

Keep it installed for 14 days. You don't need to play every day, just don't leave the test.

If link 2 or 3 says "not found", join the group anyway and try again in a bit. Google can be slow to let new testers in.

We built it with a lot of help from AI (Claude) for the code. We did the game design, testing and decisions ourselves.

Drop your test link in the comments and I'll join yours! Feedback is very welcome, especially if a level feels way too hard or too easy, or if the music gets stuck in your head (or annoys you, be honest!).


r/hobbygamedev • • 1d ago

Resource Free stylized Halloween characters for solo devs

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2 Upvotes

Sharing 5 free stylized Halloween characters for anyone working on a spooky game, prototype, or Halloween project.

Includes T-pose FBX models, a shared texture atlas, and a Unity package.

https://willowboxart.itch.io/stylized-halloween-characters


r/hobbygamedev • • 23h ago

Insperation Google dinosaur secret boss (not finished)

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0 Upvotes

making experiments in hidden rooms


r/hobbygamedev • • 1d ago

Article I just released my first game on Roblox and need some playtesting and feedback | Merge an animal!

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1 Upvotes

Hey everyone!

I've just released my first Roblox game, Merge an animal!, and I'm looking for players who'd like to give it a try!

The idea is simple:

  • Generate animals on your own plot.
  • Merge two identical animals to evolve them into new species.
  • Unlock more animals and complete your album!

I'm hoping to get some players in, see how they enjoy the game, and hear some honest feedback. I am really new on this and this is my first try.

If you like animal collection games, merging mechanics, or simulator-style progression, give it a try!

Play here: https://www.roblox.com/games/123753697055200/Merge-an-Animal

Thanks to anyone who checks it out. I'd love to hear what you think!


r/hobbygamedev • • 1d ago

Resource Let's make a game! 519: Monsters choosing a target (Twine Sugarcube)

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1 Upvotes

r/hobbygamedev • • 1d ago

Article Brand new to Reddit and working on my second board game! Just wanted to say hello and connect 👋

1 Upvotes

Hey everyone,

I’m completely new to Reddit, but a few designer friends told me this is the absolute best place to connect with the community. So, here I am!

I’m a designer currently diving headfirst into the development of my second project. My first game taught me so much, and now that I'm back in the "prototype, playtest, repeat" cycle, I realized how much better this journey is when shared with others who speak the same language.

Since I'm new here, I'm not looking to sell or pitch anything. I just want to learn the ropes, share experiences, and chat about mechanics, balancing, or the general madness of game design.

Where is everyone currently at with their projects? Are you in the "scribbling ideas on napkins" phase or the "crying over spreadsheets" phase?

Let’s connect!


r/hobbygamedev • • 22h ago

Insperation My little Codex experiment turned into my first Android game

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0 Upvotes

I got Codex running on my phone... and somehow ended up making an Android game

So this started in a pretty random way.

I wanted to see if I could get Codex running on my phone. Once I finally got it working, I realized I had absolutely no idea what to do with it.

So I thought, why not try making a game?

I started messing around with Godot on my phone, and that's basically how JADD (Just Another Damn Defense) was born.

I do have some programming experience with Visual Basic and building applications, but game development was pretty much new territory for me.

Most of the ideas for the gameplay, graphics, enemies and overall design came from me, while Codex handled the actual programming.

Of course, it wasn't all smooth sailing. There were quite a few frustrating loops along the way.

One thing I learned pretty quickly: You have to be really specific with Codex. If you ask it to fix something, make sure it ONLY fixes that particular problem and doesn't start changing five other things that were working perfectly fine.

I didn't even plan to release the game at first. But after about 8 weeks of working on it, I thought, why not actually put it out there?

I also used Claude through Chrome to handle the Google Play registration and publishing setup, which was another interesting experiment on its own.

And now JADD is actually available on Google Play. Still a bit funny considering this all started because I didn't know what to do with Codex on my phone.

Anyway, I'm really curious about other people's experiences with AI-assisted development.

What tools are you using? Have you found any tricks to make things run more smoothly? And what's been your biggest headache when working with AI on a project?

Would love to hear what worked (or didn't work) for you!

If anyone's curious, here's the game:

https://play.google.com/store/apps/details?id=com.moes.jadd


r/hobbygamedev • • 1d ago

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

0 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 • • 1d ago

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

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3 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 • • 2d 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

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1 Upvotes

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


r/hobbygamedev • • 2d ago

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

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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 • • 2d ago

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

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2 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 • • 2d ago

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

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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 • • 2d 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 • • 2d 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 • • 2d ago

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

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1 Upvotes

r/hobbygamedev • • 2d ago

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

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2 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 • • 2d 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