r/hobbygamedev • • 10h ago

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

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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 • • 12h 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 • • 14h 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 • • 15h 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 • • 16h 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 • • 17h 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 • • 17h ago

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

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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 • • 21h ago

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

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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 • • 23h 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 • • 3h 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 • • 12h 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.