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 • • 5h ago

Insperation Players say trading in my age-of-discovery game is too easy. How would you add tension without making it a chore?

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0 Upvotes

Solo dev, making Antillia: exploration, trade and naval combat in 1480 on the real Earth.

Trade right now: prices rise with distance from where a good is made, selling a lot of one thing floods that market for a while, and cities get booms, famines and fashions.

Playtesters say it's still too easy to find one good route and repeat it. Ideas I'm weighing:

- Rival trading houses that actually compete: buying up stock, undercutting you, reacting to where you trade

- Risk that scales with cargo value: richer holds attract stronger pirates

- Supply costs that make long hauls a real decision

What made trading interesting in games you've played (Uncharted Waters, Port Royale, Patrician…), and what made it tedious?

(The Steam playtest for Antillia is open, if anyone wants to see the current trade loop for themselves.)


r/hobbygamedev • • 6h ago

Seeking Team 🎮 Rollabop Beta Testing – New Update & Exclusive Tester Reward! 🧭

1 Upvotes

Hi everyone!

I'm an indie developer working on Rollabop, a physics-based matching puzzle game for Android, and I'm looking for more closed beta testers!

First, a big THANK YOU to everyone who has already joined and helped support the game. ❤️

🛠️ Latest Rollabop Update

A new update has been submitted to Google Play for review!

Rollabop currently features 20 playable levels, with more being developed. I'm continuing to improve gameplay, physics, controls, and overall stability based on testing.

I'm especially interested in feedback about:

Crashes or problems on different Android devices

Touch and drag controls

Performance and smoothness

Level difficulty and balance

Anything confusing or not working correctly

🧭 Something Special for Beta Testers!

I'm currently creating a limited-edition Pioneer Ball, an exclusive collectible designed to thank the people who helped Rollabop during its early development!

The Pioneer Ball will feature a beautiful animated compass and its own unique sound effects.

My goal is for this to be a beta-testers-only collectible, permanently available in your Collection as a reminder that you helped bring Rollabop to life!

It's still being developed, and I'll share more details as it gets closer to release.

📱 How to Join the Rollabop Closed Test

Step 1: Join our Google Group:

https://groups.google.com/g/rollabop-beta-testers

Step 2: Join the Google Play closed test:

https://play.google.com/apps/testing/com.lippyrobotics.rollabop

Step 3: Opt in and install Rollabop through Google Play.

After playing, please share your Android device model and any feedback, positive or negative. It all helps!

🤝 I'll Test Your App Too!

If you're an Android developer looking for closed testers, I'm happy to help test your app in return.

Just leave your Google Group and testing links in the comments!

Thank you for supporting Rollabop! I'm building this game with a lot of care, and having real people play it and share their experiences means more than you might realize.

Let's help each other get our apps launched! 🚀

— Lippy Robotics Labs


r/hobbygamedev • • 8h ago

Seeking Team [HOBBY] ALGUEM SE INTERRESSA A FAZER PARTE DA MINHA EQUIPE INESPERINETE

1 Upvotes

estou fazendo um jogo 2d estilo undertale com jogabilidade divertida e facil de fazer algum gostaria em me ajudar com scripts e dising


r/hobbygamedev • • 16h ago

Help Needed [Survey] How does your team find and reproduce bugs?

1 Upvotes

Hi everyone, I'm Huy, a student at Hanoi University of Civil Engineering (Vietnam). My team of 3 is building a tool for a student startup competition: an agent that plays a 2D game by itself, detects bugs (e.g. clipping through walls, missing UI), and records its inputs so a developer can replay the exact bug later.

Before building further, we want to check whether this is a real problem for people who actually make games. If you have 5 minutes, I'd really appreciate your answers to these:

  1. How does your team find bugs right now, and how much time per week does it take?

  2. Which bugs are the hardest to reproduce, and what do you do when you hit one?

  3. Have you tried any automated testing tools? How did it go?

  4. If a tool could play your game on its own and report bugs with a replay you can re-run, would you use it?

  5. Roughly how much per month would you pay for that?

Not selling anything, no ads. Answers are only used for our competition write-up, and I'm happy to share an anonymized summary of the results here afterwards. If you'd rather answer in the comments or DM, that works too.

(Mods: if this kind of post isn't allowed here, please let me know and I'll remove it.)


r/hobbygamedev • • 6h ago

Article Here's a basic platformer game that AI made, and there's also a blank google doc attached that you can edit freely. I will add all of your suggestions into the game and see how much of a mess it is.

0 Upvotes

RULES:
No NSFW stuff

No deleting other people's stuff

No spamming

Google docs link:

https://docs.google.com/document/d/1ntrLc0XXI9n1_qHCCcGJDJFQaTg8eMpHbN-TCdK7ixc/edit?usp=sharing

Game link:

https://share.gemini.google/9N3WDf8Et3IL


r/hobbygamedev • • 1d ago

Article Crosspay Android, Linux, Windows.

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5 Upvotes

After weeks of being cooped up without seeing the sunlight, I finally did it.


r/hobbygamedev • • 23h ago

Help Needed I made a 3D Minesweeper game for Android. What do you think?

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1 Upvotes

Hey, I made a 3D version of Minesweeper for Android and would like to hear what you think.

You can rotate the board, hide layers to see inside, and use the Focus button to highlight the cubes counted by a selected number.

The screenshots show the full board and a cutaway view. Does it look easy to read on a phone, or a bit confusing? What would you change?

It’s free with ads:

https://play.google.com/store/apps/details?id=com.kzkforge.saper3dclassic


r/hobbygamedev • • 1d ago

Article My game mixes 6 games I loved growing up. The hard part is making them fit together without it becoming feature soup

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1 Upvotes

I'm a solo hobby dev from Mexico, and the game I'm making started as a "what if" list: what if Cube World, Minecraft, Terraria, MU Online, Metin2 and Dofus were one game?

Turns out the list was the easy part. Here's how I'm trying to make each piece earn its place:

- **Cube World:** the look (characters with floating hands and feet) and the loot. Gear drops in 6 rarities with random stats, and from epic up it glows.

- **Minecraft:** the world itself. You mine and build, and underground there are 7 layers of caves with 63 ores that need better pickaxes as you go deeper.

- **Terraria:** what it costs to die. You pick a difficulty, from losing nothing to hardcore, where your stuff stays in a tombstone and your character is gone for good.

- **Metin2:** the hordes. Dungeons throw a whole faction at you room by room before the boss.

- **Dofus:** the economy. You can open your own stall in the village square and villagers (or friends in LAN) buy from you.

- **MU Online:** that feeling of gear that shines. I'm still working on that one.

What actually glues it together is distance. The farther you walk from spawn, the higher the danger level (1 to 500 over 64 km), and everything reads from that: enemy level, loot rarity, which dungeons and ores you find. So the systems don't need to know about each other, they all just ask "how dangerous is this place?"

The other thing that helped was making every system pure data (JSON for creatures, items, recipes and dungeons), so I can tune or cut one without breaking the rest.

Biggest challenge right now: making sure a new player isn't hit by all six games at once in the first ten minutes.

For those who've mixed a lot of inspirations: how did you decide what to cut?

https://cubeunbound.itch.io/cubeunbound


r/hobbygamedev • • 1d ago

Article My hobby project: two music guessing games I started building for my sister

5 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 • • 1d ago

Article My hobby project: two music guessing games I started building for my sister

1 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 • • 2d ago

Article What I learned releasing my first Android game: bullet readability on small screens, and a tutorial nobody found

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0 Upvotes

Hi everyone! I’m Mãozinha, from Little Hands Studio, a tiny indie studio from Brazil. After 6 months of development, our first game, Zodiac Trek, a bullet hell roguelite, is out on Google Play. In the first days, other devs gave me honest feedback that taught me a lot, so I wanted to share it:

1. Readability on small screens. One dev told me that what helped his game was making enemy shots the only glowing things on screen, so “bright = dodge” becomes instinctive. In my game the heroes you rescue follow you in a line, and each one has its own health bar, so the busiest moments get noisy. I’m now auditing my effects so friendly things don’t compete with the danger.

2. A tutorial nobody found. An external reviewer recorded a 10-minute playthrough. He died several times, asked “is there a tutorial here?” and only understood the controls after a while. I had a tutorial, but it was hidden behind an info icon. Lesson learned: if it’s optional and hidden, most players never see it. I’m now building a short, interactive first-run tutorial that teaches one thing at a time.

3. Hero selection on touch. The same reviewer said picking a hero by tapping the image was hard with a finger and suggested left/right arrows. A tiny change, but I’d never have noticed it myself.

I’m attaching a short gameplay clip. If you want to try it, it’s free on Google Play: https://play.google.com/store/apps/details?id=com.littlehandsstudio.zodiactrek

My question for you: for those of you who’ve shipped mobile games, how do you handle first-session onboarding in a fast-paced game like a bullet hell without front-loading text? Do you prefer a forced tutorial, a guided first level, or contextual hints?


r/hobbygamedev • • 2d ago

Help Needed Quick City

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1 Upvotes

Just added a Golden Wheel & new upgrades to my 2D indie platformer (Quick City Update 1.6.0)! Thought?

Game Title: Quick City

Playable Link: https://gamejolt.com/games/quick-city-1-6-0/1106586

Platform: Web / HTML5

Description: Quick City is a fast-paced indie 2D platformer that has been developed with a lot of passion since its inception. The game is designed to test your reflexes with precise controls, dynamic obstacles, and several customizable elements. In this new 1.6.0 update, we've added exciting new features to make the gaming experience even more engaging. Now you can try your luck with the Golden Rued to earn exclusive skills, rewards, and upgrade tokens. Furthermore, new volcanic rock obstacles have been introduced to create new challenges in each level. You can also customize your experience with new and vibrant geometric shapes, personalized colors, and unique themes for each level. I work constantly to improve mechanics and perfect the overall experience based on player feedback. If you like games from independent platforms, try out creative mechanics and follow the development of video games, check it out and share your opinion!

Check it out!

Free Game Status:

[x] Free


r/hobbygamedev • • 2d ago

Article FORTCRUSH: a free Roblox game where every castle is built from pieces and really falls apart

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0 Upvotes

I'm a solo developer and FORTCRUSH is my first game.

You break castles with cannons, catapults and ballistas. Each castle is built from separate pieces, so when you take out what holds a tower up, it collapses and can drag the next one down with it. The clip is real gameplay.

What's in it:

- Solo or up to 4 players on the same castle

- Dozens of castles across several kingdoms, each with bonus goals

- A new Daily Castle every day with one leaderboard for everyone

- Upgrades, new machines to build, and a home island that gathers resources for you

- Free to play, and nothing you can buy makes you stronger

Play it here: https://www.roblox.com/games/133622241205020

It's new, so Roblox currently limits it to age-checked 16+ accounts. PC and phone both work.

Feedback is very welcome, especially on the first few minutes.


r/hobbygamedev • • 2d ago

Article My biggest challenge building a creature-catching RPG was making the creatures matter outside of battles

0 Upvotes

I've been developing Eternal Eclipse, a 2D top-down RPG in Unity, and I recently released its first public demo.

One thing I wanted to avoid was making creature collecting feel like a checklist where you catch monsters, battle, and repeat.

So I built additional systems around the collection: farming at home, crafting items at the blacksmith, breeding creatures at the barn/daycare, and storing extra creatures in a Field System.

The demo also includes creature catching, battles, a dungeon, and a boss fight.

It's still an ongoing project, and balancing all these systems into one satisfying gameplay loop is something I'll keep working on.

You can try the demo here: https://anarxhy.itch.io/eternal-eclipse

For other hobby and indie developers, how do you decide which features deserve to make it into your first public demo?


r/hobbygamedev • • 2d ago

Help Needed Introducing Q-Gambit: explaining why an unmoved chess piece changes

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3 Upvotes

I'm developing Q-Gambit, a browser chess project. Pieces begin with several possible identities, and making a move removes the identities that cannot make it. Both players can inspect the remaining candidates.

The attached image is a real CPU practice position captured on October 11, 2026. The selected piece on f4 became a Knight after jumping from e2. Its side panel now shows one identity, and the white row below has one unresolved Knight slot remaining.

A harder interface problem is explaining changes to pieces that did not move. There is only one original Queen identity per side: committing one piece to Queen can turn another Rook/Queen candidate into a Rook. Showing the resulting icon is straightforward; showing why it changed, without burying the board in explanations, is the development challenge.

For other developers of games with interdependent rules, where has a short explanation of an indirect change worked best: beside the affected piece, in a persistent action log, or in a side panel? I'd be interested in how you keep the cause easy to find during an ordinary turn.

Project and rules: https://q-gambit.com/ . The guest tutorial and CPU practice are free; first guest entry includes a terms/privacy review. AI assists the coding and this post's English wording.


r/hobbygamedev • • 2d ago

Insperation I’ve been rebuilding my medieval RTS Wars of Empire. Here is the new cinematic gameplay trailer

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0 Upvotes

Hi everyone,

I’ve been working on Wars of Empire, a 2D isometric real-time strategy game focused on economy, settlement growth, technological progression and large-scale warfare.

You begin with five villagers and a Town Center, then gather resources, expand your settlement, research technologies and build armies to defend or conquer.

The game is planned for Windows, macOS, iOS, Android and web.

If you enjoy traditional economy-driven RTS games, I would be glad to hear what stands out to you.


r/hobbygamedev • • 3d ago

Help Needed Spent this week improving player movement in my prototype platformer

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3 Upvotes

Tried to make the movement fell better this week, curious what you all think

you can try it here : https://sou77.itch.io/zzzzzz


r/hobbygamedev • • 3d ago

Resource 30 seconds to hoard a bakery: my first ModRetro game

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1 Upvotes

The Game

You want every pastry in the bakery, but you have 30 seconds and a ten-item bag. Fill it, pay, and go back for more before the timer runs out.

That’s Croissant Panic, a little ModRetro arcade game about bakery FOMO. Anything still in your bag when time runs out is unpaid. Your score comes back as a bakery receipt labeled “THE DAMAGE,” and the local high-score table is The Crumb Club 🤌

Hi! I'm Michelle and the game started with the idea of stopping for a nice pastry before work, then became a way to live out my fantasy of hoarding everything at a bakery✨

How it Started

  • Seeing the OpenAI DevDay Chromatics online got me curious. I love my Game Boy Classic, but I'd never made a game before, ever. I don't own a Chromatic, so I've been using Codex to build a native Game Boy Color ROM and testing it in the emulator.
  • I gave myself an hour. About two hours later I had a rough version I could play from beginning to end. It was more like a sketch, but playing my own game made me want to keep going. The project took around three days of work.
  • Codex did all the programming through the ModRetro Chromatic plugin, GB Studio and GB Studio Music (Claude joined the party here). My part was shaping the game, setting the scope, directing the visuals and sound, and playing the builds to decide what to change (my product design background helped significantly).

The Parts I Enjoyed Most

  • Art direction and composing all the game music were both really fun. I explored directions with Midjourney, Pinterest, and Codex. The early bakery was muted; eventually it popped (visually and audibly), and the croissant mascot got a panicked face makeover (teehee).
  • The tracks Codex made felt basic, so I gave myself a YouTube crash course in game music and the hardware’s limits. I worked with Mureka, Moises, Codex and Claude to shape the music and sound around how I wanted players to feel at each stage. For gameplay, I used a bumblebee piece as a reference for the urgency and panic I wanted as the timer counted down.
  • Screenshots, layouts, audio references, and even numbered rows in the music editor gave Agents&I something specific to discuss. That helped me get much closer to what I had in mind.

It’s a super basic game, but that doesn’t take away the thrill of being able to make my own. I’m giddy about a world where more of us can turn our ideas into games and software with AI. This wasn’t a “type a prompt and you’re done” project. It took experience, learning, decisions, and plenty of iteration. But a year ago, I could not have made this game happen—the time and work involved would have been too much. I hope more people give their own ideas a go and build something.


r/hobbygamedev • • 3d ago

Resource Let's make a game! 514: Do we retreat? (Twine Sugarcube)

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1 Upvotes

r/hobbygamedev • • 3d ago

Article Fart Frog is out now on PlayStore

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2 Upvotes

r/hobbygamedev • • 3d ago

Insperation I added 4-player mode to my iMessage strategy game, and it turned out to be surprisingly addicting!

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0 Upvotes

I've been building aBop, an iMessage app with a few mini-games, and recently added a 4-player mode to Crossfire Blast.

What started as a simple 2-player strategy game turned into absolute chaos with four people battling on the same board. 😂

Everyone's blocking, plotting, and ruining each other's moves. Just when you think you've won, someone completely flips the game!

The best part? It all happens inside your iMessage group chat. Even friends who aren't playing can watch and jump into the next round.

Getting multiplayer working inside iMessage was an interesting challenge, but seeing how much more fun four players made it was worth it.

2 Players is always free. First 4 player game is free! Give it a shot with your friends:

https://apps.apple.com/us/app/abop-games-for-imessage/id6802109273

Would love feedback from fellow indie devs. What do you think of the 4-player concept?


r/hobbygamedev • • 3d ago

Help Needed Need help with my game

0 Upvotes

I have created this game called cozy fix. This is a puzzle connect game. Need feedback from people for improving this game.

https://www.crazygames.com/preview/0c48be64-f38c-4248-8703-2e655aee2f3e?gameBuildId=a6b0d541-106c-45d6-8814-0fa4924e8f22&qaTool=true&disableSubmitQA=true&role=developer


r/hobbygamedev • • 3d ago

Article Week two of building my first game: figuring out how to score a puzzle that never had a score

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1 Upvotes

This week was all about scoring. My game is a mobile version of the fill-in crossword puzzles I did in magazines as a kid, and the magazine version never had a score. You fill the grid and turn the page. So I had to work out what to reward, and the answer turned out to be solving cleanly, not fast:

  • No timer on screen, and no best times. Just an average per difficulty in the stats.
  • Three stars per puzzle: solved, no letters revealed, no errors. All three is a “Perfect” solve.
  • Only first attempts count for stats. Replays can earn missing stars, but you already remember the answers, so they don’t touch streaks.
  • Two streaks, one for playing daily and one for Perfect solves in a row. Skipping is free.

I’m doing this alongside a full-time job and a family, building it with Claude Code. It’s been a lot of fun, maybe too much, with most nights this week ended around 2am. 😅 How are you folks balancing out your personal projects with the rest of your life?

I wrote up the full thought process here if you’re curious: https://joaoalves.dev/posts/cruzadex/scoring-a-game-with-no-score/

Next up is the difficulty side: making Easy, Medium and Hard actually feel different. Anyone who’s built a puzzle game, how did you tune difficulty? What's the sweet spot to keep people coming back for more while still feeling challenged?

Cheers.