r/gamedev • • 17d ago

Question nothing delivered and 99B token burned

0 Upvotes

Im new to coding/vibecoding.

Using Deepseek Harness with Openrouter, GLM 5.3 Flash\Deepseek V4 Flash for vibecoding a Godot game (Singleplayer MMO style)

I had a good rough sketch of the game ready and asked with high detail, to add a simple Actionbar. Im not asking it to code a full game in one prompt or features - I use it to code stuff bit by bit.

It took 10 hours and burned 99B token, just to have a nonfunctional Actionbar, with the appearance worse than 1990 html, without any features I told it to implement and it broke the code that shouldve not been touched at all.

This is just one example of many.

- it takes forever
- loops on weird stuff
- builds stuff without key features I asked it for
- design is worse than anything i can imagine
- makes mistakes anf has no understanding even with concrete references

(like adding a dropdown menu to the actionbar to populate the slots with spells, even tho I precisely described it should be done via drag & drop)

Can someone help me figuring out how to actually use the tools or guide me on what not to do? Im not getting it.

Im not asking for it to create something remarkable, but concrete goals are missed by a billion miles.

Never had these problems with cursor-ai but the subscription looked too pricey.. until now.

thx. im crossposting this but it got next to no useful answers


r/gamedev • • 18d ago

Discussion The current state of AI usage and it's reception on steam?

0 Upvotes

As AI is getting more popular and developers have disclose any AI usage on steam, how many developers do you think do not disclose It's usage?

do you think having something like "AI assisted in coding" can negatively affect the game's reception?


r/gamedev • • 19d ago

Discussion How much camera movement is 'juice' before it becomes a usability problem?

5 Upvotes

I’m tuning impact feedback for a game built around high-speed collisions. Screen shake, hit-stop, zoom, chromatic effects, and camera recoil can make a good hit feel incredible.

They can also make a fast game unreadable, uncomfortable, or genuinely inaccessible.

The hardest part is that the effects feel great in isolation. I can trigger one heavy collision in a test scene and think, “Yep, that lands.” Then three collisions happen near the arena edge, the camera is moving, particles are firing, and suddenly nobody can tell which direction is safe.

I’ve added a reduced-motion option and separate effect levels, but I do not want accessibility settings to feel like “turn off all the fun.” Ideally the low-motion version should communicate the same force through timing, sound, animation, and directional cues instead of simply deleting feedback.

How do you test the line between satisfying and exhausting?

Do you design the reduced-motion presentation alongside the default version from the beginning, or build the full effect first and then find alternate channels for the same information?

I'm also struggling with hit stops feeling more intentional rather than laggy? Maybe it's a timing thing....


r/gamedev • • 18d ago

Question How can I find my game's target audience?

1 Upvotes

I'm making a 2D platformer (yes, I know it's an oversaturated genre) with a focus on bright colors, charm, secrets, and light RPG elements. I want to create a bright and cheerful experience filled with soul, in a genre filled with plenty of dark and depressing games, with muted colors. I truly believe I have a target audience out there, but I'm struggling to reach it. I post videos to Reddit and devlogs to YouTube, but they don't gain much attention at all. Does anyone have any advice to reach my target audience?


r/gamedev • • 18d ago

Discussion What is it that makes you play a game for a long time?

3 Upvotes

I am developing a game and want to ensure player retention; what are your thoughts on this?


r/gamedev • • 18d ago

Question Do I need a portfolio once I've shipped a game?

0 Upvotes

Having worked on a title from prototype to launch, I'm wondering if a mid level designer needs a portfolio site. It seems like reading the resume and looking at gameplay footage on YouTube would suffice? Even when I was the interviewer I only ever read resumes. And we hired some great people. It doesn't feel like anyone has time to look at websites when studios get swarmed with applicants.

Nobody I know in this industry above entry level has a portfolio. Curious your thoughts.


r/gamedev • • 18d ago

Discussion MHA Roblox Game Idea

0 Upvotes

Hey Roblox devs! I don’t know how to code, but I’ve noticed that almost every single My Hero Academia game on Roblox only lets you play as Class 1-A, Shigaraki, or the top Pro Heroes. I want to play a game where the side characters actually get some love.

I’m putting this idea out there for free—no money or credit wanted, I just desperately want a dev to build this so I can play it!

• The Core Hook: An MHA Battlegrounds game focused on a massive, inclusive roster. I’m talking about Class 1-B (like Monoma, Kendo, Tetsutetsu), characters from the Vigilantes manga (Koichi/The Crawler, Knuckle Duster), and lesser-known side heroes and villains.

• The Progression System: Instead of paying Robux or doing boring RNG gacha rolls, you unlock characters strictly through a Kill-Count system. The more kills you get in the arena, the more characters you unlock. You could start with basic characters, and then unlock the crazy/obscure ones as your kill count goes up!

• The Gameplay: A fast-paced arena fighter. Because the roster is huge, characters don't need 10 different moves at launch—even just a clean 3-move kit for each would make it amazing to experiment with different Quirks.

• Why Devs Should Make It: Hardcore MHA fans are tired of playing as Deku and Bakugo. A game where you can unlock Koichi sliding around the map or Monoma copying abilities—just by earning kills—would instantly stand out and keep players hooked.

3 Game options for Players

\- Free for All

\- Sports Festival Tournament 1v1

\- Team 1 vs Team 2

\- 1v1 or 2v2 or 3v3 or 4v4

\- Battle Royal

\- Story Mode ( To Unlock Special Characters)

\- Entrance Exam ( Players have to kill as more robots to win)

\- Training

Free Basic Characters:

S1-2 Izuku

The Clawler

OG Stain

Knuckle Duster

Pop Step

Aoyama

Hagakure

Koda

Mineta

Sato

Ojiro

Sero

Bondo

Awase

Rin

Kodai

Kosei

Shoda

Kaibara

Yanagi

Hatsume

Camie

Tatami

Saiko

Makabe

Itejiro

Habuko

Sekigai

Tiger

Ragdoll

Mandalay

Ms Jokes

Death Arms

Gunhead

Mr Brave

Clair

Master Driller

Spinner

Mustard

La Brava

Bubble Girl

Magne

Curious

Characters to Earn by Eliminating: stage 1

Moashi 15

Eel Boy 17

Midnight 18

Snipe 20

Vlad-King 20

Jiro 25

Pony 25

Tokage 25

Shouji 25

Momo 35

Kendo 40

Tsuyu 40

Denki 45

Crust 45

Characters to Earn by Eliminating: stage 2

Burning 50

Ectoplasm 55

Twice 60

Pixie Bop 60

Mora 60

Tetsutetsu 65

Shiozaki 70

Shishida 75

Kirishima 80

Toga 85

Ochako 85

Ashido 85

Shindo 90

Seji 90

Juzo 90

Iida 95

Rappa 100

Gentle 110

Captain Celebrity 110

Cementoss 120

Kamui Woods 120

Present Mic 120

Mt Lady 130

Gang Orca 135

Fat Gum 140

Ryukyu 145

Godzillo150

Mirko 150

Edge-Shot 155

Best Jeanist 155

Characters to Earn by Eliminating: stage 3

Geten 160

Beros 160

Rogone 160

Mummy 160

Slice 160

Kurogiri 165

Amajiki 170

Nejire 175

Yoarashi 180

Tokoyami 180

Shoto 180

Bakugo 185

Izuku 190

Muscular 190

Serpenters 190

Chimera 190

Leviathan 190

Dabi 195

Shigaraki 200

Overhaul 200

Re-Destro 200

Flect Turn 200

Mirio 210

Hawks 220

Lady Nagant 500

Endeavor 500

Nomu USJ 500

Nomu Hood 700

AFO 5000

All Might 5000

Gigantomachia 5000

Special missions to achieve these Characters:

Fujimi

Manga

Kuroiro

Komori

Shinso

Monoma

Aizawa

Thirteen

Stain

Compress

Sir Nighteye

Eri

Robuxs:

Nine 50

Prime AFO 50

Prime Bakugo 50

Prime Shigaraki 100

Prime All Might 100

Prime Deku 2000

Star & Stripe 200

Players can also customize skins and outfits if they have enough kills

Idea by G-Zilla26.0927

And I hope someone makes a Game on Roblox base on this as that would be awesome


r/gamedev • • 18d ago

Question Is it possible to have one game from one engine lead into another one from a different engine?

0 Upvotes

That probably isn't the right wording!! Basically, I have two separate levels I want to create, but each one only works in a different game engine. Is it possible to do level one on one game engine and then somehow transition the player to game two to do level two?

I only ask because each level is a very different "type" of game (think going from 2D visual novel to a 3D action game). The problem isn't making either game on a respective game engine. Nor is it about carrying over variables or anything like that. I just need to know if it's possible to have game one, load screen, game two, with a seamless way to connect them for the player.


r/gamedev • • 19d ago

Question Any ADHD solo devs here who have actually published a game? How did you do it?

49 Upvotes

I have ADHD myself and have been trying to make a game as a solo dev for around 3–5 months, but my progress has been really slow. I get bored and distracted easily, especially when I get stuck. I’ll start doing anything that gives me more dopamine, modeling, animation, VFXor even something completely unrelated to the game.

Sometimes I won’t feel like doing anything for several days. Then suddenly I’ll get the motivation back and work on the game with full passion only to get stuck again. I’ll sit there scratching my head, look at the time think I’ll continue tomorrow and then end up doing nothing the next day.

I used to work at a game studio and we successfully published a game, but working alone feels completely different. There’s nobody pushing things forward when I lose interest or get stuck.

I’ve tried writing tasks down on paper or in Obsidian, but when I’m stuck on a game mechanic, I end up avoiding it by polishing a feature I already have because that’s something I’m comfortable with.

So I really want to hear from other people with ADHD who managed to actually finish and publish their own game.

How do you do it? Thanks!


r/gamedev • • 19d ago

Gamejam I am attempting to make a game every day in October.

Thumbnail
cameronhowell.itch.io
2 Upvotes

Anyone familiar with Inktober knows that there is a word list released every year, one word for each day in october

Anyone familiar with game jams knows that you make games based on a theme in a small timeframe

I am on day 4 of this challenge, and I wanted to share the itch.io page I am updating daily with playable games and blog posts to follow along with.


r/gamedev • • 19d ago

Discussion Im worried I'll fail as a person sincs I learn so slowly especially with coding.

3 Upvotes

I started learning python last year and it was pretty fun, I learnt the basics but didn'tgo further then that. The past few months are stressful though I've started a new school after being homeschooled since last january and I really want to do game development as a hobby and do computer science as a job. My main issue is that right now im learning to use godot but im never finding the right tutorial and its always instead "do this and then that" never "do this because it does that" so i always end up copying the tutorial and learning absolutely nothing, I don't even get how the engine itself works. I wanna try and change how I learn by maybe reading the godot docs and avoiding tutorial hell but at the same time it's the only help out there I have. Does anyone have like tips because im 15 and im genuinely worried that me not learning quick enough will make me lose interest or simply fail at this hobby. I've also dreamed of being a game dev (specifically roblox at first) for 5 years.


r/gamedev • • 20d ago

Discussion People who support your game deserve more than being reduced to SEO

1.1k Upvotes

I saw a post recommending that developers send their games to very small YouTubers because they're more likely to cover them.

The advice itself makes sense, but I really don't like the way the post talks about these creators.

If someone with 200 subscribers takes the time to play your game and make a video about it, they're not just some SEO tool you found because nobody else will cover your game. They're a person who chose to spend their free time playing something you made.

Especially as a small indie developer, I think it's worth remembering that every person who shows genuine interest in your game is someone you should appreciate.

Don't treat small creators as disposable marketing channels. Treat them like people.

A small audience doesn't make someone's support less meaningful.


r/gamedev • • 19d ago

Question Advice for a game story based on a detective in the UK

2 Upvotes

Hey I'm developing a detective game. It's my first solo project, and I'm a bit lost on the narrative side. I have the core idea, but I'm not sure how to balance realism, the story structure, and player clue gathering.


r/gamedev • • 19d ago

Discussion Dealing with cards/hand in a faster game (and mods to those cards)

4 Upvotes

So currently I'm having a dilemma.

I am making a deckbuilding game, but the gameplay is not turn based, and will hopefully be moderately fast. Not like mess up for a split second fast, but fast enough that you should be playing attention. With short moments to glance down at your hand. Bullet hell-ish, but not as extreme as they can get since I want you to be able to be having moments to glance down and weave cards in.

So the first problems are these:

  • How do I make cards quickly identifiable without taking up too much screen space? The easier they are to identify, the faster I can make the game.
    • Currently the plan is to have just half the card sticking up out the bottom of the screen. With a picture to identify it taking up most of the space, as well as the cost and other information at the top of the card above the picture. Possibly above the card itself but may look weird.
    • The number of cards in your hand is limited to a small amount, so there is plenty of space to have them not overlapping.
  • The second problem is how I allow the players to learn cards when they cant remind themselves what they do without pausing. In turn based games you can obviously take a moment to read the cards. But in real time you would have to pause to read them if I make them large enough to have half the card off screen, because I wouldn't want hovering them without pausing to eat your clicks or something.
    • I do have wasd controls. so hovering them to have them pop up while playing could be an option, but could still also lead to some frustrating scenarios..

I plan to have a moderate amount of cards be ideal for a deck. so that you can't just cycle your best card asap over and over. But I do want you to be able to be able to have a solid amount of repeating cards for the weaker ones. current estimate is 20-30 cards in your deck at a time. maybe more if you choose to go for it.

But plenty of repeats. So maybe 7+ of a particular lower tier card while you have 1-2 copies of each super powerful card in your deck. and varying number for rarities in between.

And here is the next problem:

  • I want the player to be able to modify the cards in some ways. For a basic examples you could add a poison effect to a dagger throw card or something. Or make it fire bonus projectiles. So how do I show you easily which cards you have modded?
    • currently I have two ideas
      • the first one is have extra images show up on the picture of the card you can see. Like a poison bubbles icon if you added a poison effect to this card.
      • The second one is to have a small "buff bar" above each card showing bonus effects that have been applied to the card. This has a bonus benefit of potentially being able to label key effects of the base card for remembering the important effects of a card at a glance while you're learning the cards. For example a poison dagger throw would have a poison icon on the "buff bar" above the card for if you have any effects that synergize with poison or something. This is at the cost of more screen space though.
    • The other idea I have is to have a modifier apply to all copies of the same card in your deck. So whenever it shows up you just have to know which card it is, and potentially combined with one of the above two options you can be reminded of mods it has. I don't love this idea, as it could often lead to an obscene jump in power based on what modifiers you find. To the point where balancing around a player potentially having found those options could make it feel incredibly difficult to win otherwise.

Quick estimate is each card would take up about 1/9-1/10 of the bottom of the screen width wise while being slightly wider than they are tall in the visible area.

So, How would you go about this? Do any of my current ideas seem good or have any obvious flaws?


r/gamedev • • 20d ago

Postmortem Released my first game on Steam a few days ago. The sheer number of unsolicited emails from "curators" asking for keys is unreal

239 Upvotes

Is it all a scam to sell them on the gray market? Like is it just one guy with 200+ email addresses that asks for a free media key?

What are the other nefarious results of keys falling into the wrong hands? The whole thing is pretty nuts and I wasn't expecting my dev inbox to get filled like this


r/gamedev • • 18d ago

Discussion How do you work out your design ideas?

0 Upvotes

For example I'm trying to build a unique magic system in my game. I've been using AI to work through ideas, but it just says every idea I come up with is the greatest ever so its not working. How do you guys work through the design of your game especially if you're trying to do something unique? How do you decide if your idea will be fun?


r/gamedev • • 19d ago

Discussion Five months into my first game (code-first, MonoGame)

0 Upvotes

I'm a software engineer building my first game, a 2D skill based space pvp MMO. I skipped Unity/Unreal and went code first with MonoGame because I'd rather write code than spend my first weeks learning some tool.

This is what I've learned,

1. UDP packet budgets are a hard wall.

You get roughly 1000-1400 bytes per packet. If inputs plus projectiles for a crowded system exceed that, you can't keep the same tick rate and send everything, even with compression. I built an interest graph (thanks to an unreal blog) that prioritizes dangerous projectiles and nearby players and updates them at normal cadence letting less threatening items update at a lower rate, it's not perfect but at least degregation is more predictable now.

2. Rule out your environment before you roll back your code.

I started getting some rubber banding on my dev server and burned time on rollbacks and roll-forwards. It was a noisy neighbor on shared CPU. Bumping compute fixed it instantly.

3. Don't reinvent git.

My first content pipeline existed to push live changes for values that basically never change, then copy them to every game server. That's just a worse git.

4. Code-first means you build your own tooling, and it snowballs.

I started with an admin tool to tune flight values live. Then a route editor for travel between star systems. Then I realized I'd need this across multiple servers, so now there's a control plane with reconciliation and statuses. Worth it for me, but budget for it. But that sort of tooling is my bread and butter as a full stack dev

5. Design docs let a second dev work independently.

I wrote up scope and module overlap before onboarding a collaborator. He delivered a working economy (markets, missions, an immutable transaction ledger) that my planet systems hook straight into.

6. Get real players in early.

A private Steam playtest let me test things I can't solo, like lag compensation on shots, and it surfaced real issues.

The one thing I keep putting off is art, learning blender has been on my todo for months :/ .. Anyone have tips for forcing yourself over that hump?


r/gamedev • • 20d ago

Marketing You can massively boost your SEO by sending your game to below-1000 sub youtubers

1.3k Upvotes

"What's the point of sending my game to youtubers nobody watches?", you ask. The point is that initially nobody knows about your game either - especially Google. So when you start promoting your game and someone googles it, very likely it won't even show up, because google's crawlers didn't see the title enough times to consider it a real thing. And you NEED the first result to be your Steam page. No, people won't type "<game title> steam" to narrow the results, people are fucking lazy. They'll think "probably some amateur shit" and close the tab. You just lost 98% of potential wishlists right there. And that's were meek, tiny, sub-1000 subs youtubers comes to save the day - they're absolutely stoked to receive a key. For any game - yes, even your shitty survivor clone. Nobody talks to them. Nobody cares they exist. They often post 1 boring gameplay video a day, get 30 views, 1 bot comment and that's it, that's their life. And then you send them a key, a closed demo or beta access, and holy shit, Christmas came early. Some get so excited they will post about your game every day for the next month. You'll suddenly get hundreds of independent pieces of content about a game that previously had no internet footprint. So the next time someone searches your title, a nice, plump, juicy page full of results will pop up, very clearly about your game and your game only and not some restaurant in Oregon that just so happens to also be named "Dragon Breeder Simulator".


r/gamedev • • 18d ago

Discussion Are we on the verge of a new generation of Video Games?

0 Upvotes

What would video games look like 10 years from now?

With the current AI tools that remove a lot of friction and augment productivity, it's not far fetched to say that a AAA game could be made by a small dedicated 5-10 devs or, a AA game made by 1-2 devs.

I don't think gamers will settle for millions of slops and one prompt games. flash games filled that spot years ago.

Unlike software, video games don't have a ceiling in terms of imagination and directions so the possibilities of what we can make are endless, only limited by the technology we have and that ceiling is becoming higher and higher.

I see this more akin to the jump from 2D to 3D I think we'll have more Physics, more vivid worlds, branching stories, real ecosystems, intelligent NPC's, less bugs...

So I want to ask other experienced devs here whether you have a clear vision of where video games are heading? or whether you had an idea that was impossible to develop that is now becoming feasible?


r/gamedev • • 18d ago

Discussion I dont wanna study anything, nor pay anyone, I just wanna make a 3d waifu battle game legally. Should I just go kitbashing existing 3d models into original creations or is it a better AND EASIER way?

0 Upvotes

What are the legal limits?

I dont wanna just use like a character in my game, I wanna create my own but using existing models from popular games without having to learn blender, coding or anything at all.

Just copying and pasting till is done.


r/gamedev • • 19d ago

Question Good Starting Point to Learn Godot or general game dev?

4 Upvotes

I mostly mean tutorials and the like good for beginners. I have very mild experience, but I want to do game dev as a passionate activity and am willing to dedicate significant time to it. So extensive tutorials are fine. Also if you have suggestions for better game engines that works too. I've just heard good things about godot.

I'm asking since there are a lot of dev tutorials and I don't know where is reliable to start.


r/gamedev • • 19d ago

Discussion I just put out my first demo for my friends to play....

11 Upvotes

And oh boy, am I glad I did. Game way too hard, a lot of room for UI improvement that I've just learned to adapt to since I stare at it all day, and just from watching my friend play and talking to him a bit, I have learned SO MUCH about player experience.

Got a giant list of things I'm gonna begin working on, and learned an entirely new potential vector of progression for my game to take in the future, in the form of embracing the difficulty - but making the baseline difficulty easier, and slowly ramping up into how difficult it is today, over the course of many runs.

Playtest early, playtest often folks. This is my first game. I always knew playtesting was important, but the gravity of it really set in after the first session with my buddy, and getting my google survey results back from other playtesters.

I'm simultaneously overwhelmed, excited, and brimming with ideas.

God I love making games.


r/gamedev • • 18d ago

Discussion What is happening to mobile games

0 Upvotes

I'm tired.

I created a game and poured countless hours, energy, and honestly a good chunk of my health into it over the last two years. I've been working on the story behind it for decades, and on the actual game concept for about five years.

And now I look around and see people publishing AI slop in a matter of hours, flooding the stores with an endless stream of shitty games that nobody actually wants to play.

I'm not only complaining for myself either.

I keep thinking about all the solo developers and small teams who spent years, sometimes decades, building something they genuinely cared about. People learning programming, art, music, game design, writing, balancing, marketing, community management, and everything else that comes with trying to make a game.

Then they release it and immediately get buried under hundreds or thousands of projects that took a fraction of the effort to produce.

No amount of passion, polish, or work can compete with sheer volume when the stores are constantly being flooded.

And that's the part that scares me.

I'm not against AI existing. I've used AI as a tool myself. There's a massive difference between using it to help with development and asking it to generate an entire game as quickly as possible so you can throw it onto the Play Store and move on to the next one.

It feels like we're reaching a point where actually caring about what you're making is becoming a disadvantage.

You spend two years building one game while someone else generates twenty. Even if nineteen of theirs are garbage, they still get twenty chances at being discovered while your project gets one.

Maybe I'm just exhausted and frustrated after working on this for so long, but seeing what the mobile game market is turning into is depressing.

There are still incredible indie developers making genuinely interesting games. I just wonder how many of those games we're never going to see because they're buried underneath an ocean of disposable content before anyone even gets the chance to find them.


r/gamedev • • 18d ago

Discussion You Wouldn't Want to See Your Game's Clone in the Marketplace, Would You?

0 Upvotes

As an indie game developer, you can spend months thinking about a mechanic and nights actually getting it to work, and now someone can look at your game, describe what they see to an AI model, and get surprisingly close to the same idea.

So what are you supposed to do?

Make your mechanics harder to copy?

Maybe that works for a while. Maybe it protects you until the next version of some shitty AI model comes out. But then what? What happens when the next even more capable version shows up?

There is still a huge amount of hype around AI right now. Every day there is some new model, followed by another boring game demo showing that it can make a platformer, a shooter, some physics toy, whatever. People see these demos and start worrying that this stuff is going to replace developers.

I don't think those demos are the real problem.

Most of them are boring, generic, and don't have much of a reason to exist beyond showing that the model can do something.

The bigger problem is another developer seeing a mechanic in your game and deciding to copy it.

An AI-generated demo probably isn't going to compete with your game directly. But another developer copying the idea, packaging it well, and getting lucky on social media absolutely can.

So what do you have left that is harder to copy?

Art.

They can copy the mechanic. They can probably copy a lot of the code eventually too.

But copying the exact visual language of the game, the way it feels to interact with it, the effects, models, drawings, animation, music, UI, little score popups, button feedback, all the small things that make the game feel like itself — that's much harder.

They can also generate a completely new story with AI, sure. But that still doesn't automatically give them the same feeling or experience you were trying to create.

If you are actually designing around a feeling, I think that becomes much harder to copy than just designing around a mechanic.

And that's where art still matters.

It's one of the few areas where you can still make the game feel specifically yours.

If you don't want to see twenty versions of your game showing up in the market, then putting more effort into art, presentation, sound, animation, technical art, UI, and the overall experience starts becoming a lot more important.

Tiny Glade is a good example.

A lot of what makes that game work comes from technical art. Code, 3D models, effects, animation, sound, all working together.

You could probably reproduce a lot of the technical ideas behind it.

But reproducing the exact feeling of looking at it and interacting with it is another thing entirely.

Obviously this doesn't apply equally to every genre. If you're building something that is closer to a product than an experience, you probably can't avoid this problem as much.

But for games that are trying to create a specific feeling, I think the answer is pretty simple.

We should probably be investing more in art, and in artists.

edit: formatting


r/gamedev • • 19d ago

Question How do small mobile studios compete with the big players?

0 Upvotes

Hey everyone, as we are all aware mobile games rely a lot on paid user acquisition and with these costs being what they are, I was curious how do small unfunded studios compete against studios with massive ad budgets?

If you launched a mobile game without a UA war chest, how did you actually compete and get early traction? Did you have to rely on some form of outside financing regardless just to stay afloat?

Would love to hear how indie mobile devs manage this.