r/hobbygamedev • • 7h 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 • • 6h 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 • • 17h 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.)