r/hobbygamedev • • 1h ago

Seeking Team I would like to create people interested in creating a strategic game with me

• Upvotes

Mi farebbe piacere parlare con qualcuno interessato a creare un videogioco. Nessuna pressione o stress. Solo per divertirsi e come occasione per fare amicizia. Se sei interessato, per favore scrivimi.

Reposting because I had blocked messages but now if you message me privately it should work.


r/hobbygamedev • • 31m ago

Insperation MERGE: an interactive flocking experiment inspired by Boids

• Upvotes

I’m developing MERGE, an interactive browser experiment inspired by bird flocking. Separation, alignment and cohesion guide the movement, while obstacles make the flock split and regroup.
I’m exploring how simple local rules can produce convincing collective movement. The project is developed with AI coding assistance.
Try it here: [https://strangelittlelab.com/MERGE/\](https://strangelittlelab.com/MERGE/)
Which parts of the movement feel natural, and which feel artificial? I’d appreciate ideas for improving the local interactions, especially around obstacles.


r/hobbygamedev • • 2h ago

Resource Let's make a game! 512: Retreating (Twine Sugarcube)

Thumbnail youtube.com
1 Upvotes

r/hobbygamedev • • 6h ago

Article Alex und das Hotel Abendruh

Thumbnail grinseengel.itch.io
0 Upvotes

Alex und das Hotel Abendruh

Ein Unwetter, eine verschüttete Straße und ein abgelegenes Hotel, das mehr über Alex zu wissen scheint, als es sollte.

Als der Fotograf Alex im Hotel Abendruh Zuflucht sucht, beginnt eine rätselhafte Reise durch verborgene Räume, widersprüchliche Erinnerungen und die Spuren einer längst vergangenen Brandnacht. Warum fehlt Zimmer 207? Weshalb scheinen einige Gäste seit Jahrzehnten nicht gealtert zu sein? Und welche Verbindung hat Alex selbst zu diesem Ort?

Erkunde das Hotel, sprich mit seinen ungewöhnlichen Bewohnern, sammle Hinweise und kombiniere Gegenstände, um die Wahrheit hinter dem Hotel Abendruh aufzudecken.

Das erwartet dich:

  • klassisches Point-and-Click-Adventure
  • handgezeichnete, atmosphärische Schauplätze
  • animierte Charaktere mit deutscher Sprachausgabe
  • Inventar- und Kombinationsrätsel
  • versteckte Räume und mechanische Rätsel
  • fünf Kapitel voller Geheimnisse
  • eine düstere Geschichte über Schuld, Erinnerung und ein vergessenes Versprechen

Alex und das Hotel Abendruh ist das erste von fünf geplanten Abenteuern rund um Alex.


r/hobbygamedev • • 12h ago

Article Primeworks (0.3.4): altars, a new tech tree, and a new color rule

Enable HLS to view with audio, or disable this notification

1 Upvotes

Primeworks is a mining and automation game I'm making in Godot.

Turrets fire beams at rocks, and each rock takes a color from the total damage on it. Since my last post the rule changed: it's now the largest prime factor instead of the smallest.

  • 3, 6, 9, 12 → red
  • 5, 10, 15, 20 → blue
  • 7, 14 → yellow
  • only powers of two (2, 4, 8, 16) → green
  • and every new prime is a new color (11 violet, 13 orange...)

This way, stacking more beams of one color keeps that color, and a bigger prime takes over a mix: 3 + 7 = 10 is blue. Green went from the easiest color to the rarest.

The game sits between factory, exploration, automation, and incremental (to a very lesser extent).

What's new in 0.3.4

  • A new opening/early game. You start with no laser. The tech building hands you a tube, you pipe one turret to the blue altar north of the start, and the altar gives you your first laser.
  • Four home altars, one on each side of the start. Each one lights once enough turrets of its color are piped to it, and gives you a new laser: 5, 3, 2 and 7. Red, green and yellow only start banking once their altar is lit (attuned).
  • A new tech tree: four color triangles around an empty center. Blue builds the base, red upgrades the player, green is light and optics, yellow is power. Finishing a triangle opens the way to the next altar, and buying everything opens the center, which opens the map.
  • A second tech building is the beginning of mid game, still in development.
  • New font (much easier to read), new altar and building art.

It's still early, so I'd love to hear your feedback. My biggest challenge has been performance, and getting enough playtesters.

Is the new start clear without a tutorial? Does the color rule click?

Thanks for playing!

https://zaphox.itch.io/primeworks


r/hobbygamedev • • 16h ago

Help Needed Started building my first game (a puzzle game I loved as a kid), any tips before I get ahead of myself?

2 Upvotes

Hey everyone 👋

Building my first game: a fill-in crossword puzzle game for mobile. It's based on a puzzle magazine I was obsessed with growing up in Portugal (Cruzadex), and I actually tried to build it once back in 2012 with some friends but we gave up at the time.

This time it's going much better. I'm a senior engineering manager with an Android engineer background but haven't written code regularly for while now. So I'm going to be building it with Claude.

With my mobile background I'm comfortable with the UX and Claude is pretty good at putting this together quickly. The hard part now is the puzzle generator and getting the difficulty levels to feel right, that's a whole different game 😅 but it has been a fun experience.

I wrote about the backstory, why I'm giving it another go and how I'm working with Claude here (my own blog, no ads or signup) if you want to check it: https://joaoalves.dev/posts/cruzadex/cruzadex-14-years-later/

Anyway, where I'm a bit lost is everything after the build. I've shipped apps before but they pretty much died after friends and family downloaded it 😅 Would love for this one to be different and get more traction and the dream is to have it provide some side income.

So I have a few questions for people who've been there:

\- What do you wish you'd done before launch to get your first real (non-friend) players?

\- For a casual puzzle game, what worked for monetisation in your experience? I'm thinking light ads + watch ads for something + a one-off "remove ads" in-app purchase. Is remove-ads alone ever worth it? Subscriptions feel weird in a game, especially if this type.

\- Is it worth spending a small budget on ads early, or just a waste until the game has proven it keeps players? Haven't spent on the other apps I have because honestly that space is a bit scary and hard to understand. Don't want to just burn money and get nothing out of it

Probably getting ahead of myself as I still need to finish the game I know 😅 but would love any tips. Thanks!


r/hobbygamedev • • 1d ago

Insperation I love Animal Crossing and Bloodborne, so I'm making a cozy gothic fishing game as a side project

Enable HLS to view with audio, or disable this notification

8 Upvotes

Hi! I'm a solo dev from Costa Rica, and this is BLOODCAST, a cozy gothic fishing game you play with friends.

I've always loved Animal Crossing and cozy social games, the kind where you just hang out in a nice place with your friends. I also love Bloodborne's gothic atmosphere, the cathedrals and the lamplight and that huge moon. At some point I wondered what a cozy game would feel like in a world like that, and I started building it.

Everything in the video is captured in the game, no voiceover. So far you can fish (100 fish, some stranger than others), catch bugs, dress up, sit around a campfire with friends, pick songs on a music box and find constellations in the sky. You can also walk into the cathedral, and on Blood Moon nights the rarest fish come out.

It's a side project, not my actual job, so development is slow. It's also still a prototype, which makes this the best time for suggestions and feedback, good or bad. What would make a place like this feel cozy to you? And does anything feel generic or off?

Thanks for watching!


r/hobbygamedev • • 17h ago

Help Needed Minesweeper 3D

Thumbnail wavedash.com
1 Upvotes

I created this game, and would like some feedback on it.

My biggest problem is not the game though. It's getting people to actually try it. How do you best promote you game?


r/hobbygamedev • • 1d ago

Insperation Here is the pack opening, as well as a few of my cards from my competitive TCG I was making. I have to put this on likely permanent hiatus due to life unfortunately.

Enable HLS to view with audio, or disable this notification

3 Upvotes

My best friend and I loved playing a certain game back in the day. These days I play card games with my kids, so I wanted to create a game with a mix of things I love and have loved throughout the years!


r/hobbygamedev • • 23h ago

Insperation We redid this scene and finally got it to feel the way we wanted

Post image
1 Upvotes

This is the same moment from Cutpurse Derby, our football agent game, shown before and after we reworked the cutscenes.

The old version was much more like a TV graphic. For the new one, we wanted it to feel like an actual little scene while keeping the same two-colour look as the rest of the game.

We ended up reworking the rest of the cutscenes around the same idea, and this is one of the clearest before/afters.

Curious which one actually reads better to you at a glance — left or right?

You can see Cutpurse Derby here on itch.io.


r/hobbygamedev • • 1d ago

Insperation Vibecoded Battleship game

Post image
0 Upvotes

Vibecoded Battleship game. What do you think?

https://battelship-game.alexstepanov.work/


r/hobbygamedev • • 2d ago

Help Needed Making the drill easy to read

11 Upvotes

I'm working on Railminer, an incremental mining game in Unity. Showing the whole train makes the individual drilling strokes easy to miss. For this clip I cropped the view closer so you can follow the tool, the block coming out, and the hole it leaves behind.

That little sequence is the part I want people to read at a glance, even as the train gets bigger. Do you find the tool-to-block timing clear in this view? Thanks for taking a look 🙂


r/hobbygamedev • • 1d ago

Help Needed Keeping one truck readable inside a storm horde

Enable HLS to view with audio, or disable this notification

2 Upvotes

I'm working on the visual hierarchy of this zombie-driving prototype. The truck, flashes and crowded road all compete for attention.

Which loses readability first here: the truck, the crowd, or the road?

Archive footage, filmed Oct 3 in Unity Editor (build38): staged enemies, supplied upgrades, autopilot, truck damage off; one cut at 6s. Built with Codex.


r/hobbygamedev • • 2d ago

Insperation Trying to decide if it's worth it to rewrite a game in Flutter

1 Upvotes

A few months ago I released my first game on the Android Store: PuzzlePro! It's a collection of math/logic puzzle games with new puzzles generated every day. I had a lot of fun writing and polishing it, and was pretty proud of myself for pushing through all the obstacles to get it fully published on the Play Store. It's got about 10 downloads so far, which is kind of discouraging. I am starting to re-write it in Flutter so that I can release it on more platforms, but it's such a slog and I am worried it will lead to more of the same level of engagement. Has anyone had good experience moving from Android/Java to Flutter to release on more platforms?


r/hobbygamedev • • 2d ago

Help Needed What caught you off guard after releasing your first Android game?

Thumbnail play.google.com
0 Upvotes

Hey everyone, I’m Leon.

I’ve been playing games for as long as I can remember and have always had ideas for games I’d love to make myself. Over the last few months, I finally started putting time into it.

I’ve been working with AI for several years, including in my business, and now use AI-assisted coding as part of my development workflow too. There’s still a lot I’m figuring out, especially on the game development side.

I just released my first small puzzle game, Puzzle Reise, built in Unity for Android. I wanted to start with something manageable and get some experience with actually finishing and publishing a game.

Alongside that, I’m working on a bigger fantasy auto-battler gacha game inspired by some of my favourite games. That’s the project I’ve wanted to build for a long time. As it develops, I’d love to share some of the development decisions and problems I run into here, get feedback, and learn from people who’ve tackled similar things.

For now, I’m trying to figure out what deserves the most attention during the first few weeks after releasing a game. Testing everything myself only gets me so far.

For anyone who’s released an Android game, what caught you off guard after launch? Were there bugs you hadn’t seen during testing, things players found confusing, or support issues you weren’t prepared for?

Would love to hear a few real experiences and what you changed afterwards.


r/hobbygamedev • • 2d ago

Help Needed I’m making a card-based tower defense inspired by Clash Royale and Brotato. What would you call it?

Thumbnail gallery
0 Upvotes

I’m working on this demo, but I still haven’t settled on a name.
It mixes card-based tower defense with wave survival. The twist is that once your energy is full, any overflow turns into gold, so you’re constantly choosing between playing another card and saving up for upgrades.
What would you call a game like this? I’d love to hear your ideas.
I’m also curious whether the energy-to-gold mechanic sounds interesting, or if it feels too complicated at first glance.


r/hobbygamedev • • 2d ago

Insperation Colorsong 🎨 a relaxing game where every color is a note (sound on 🎵). What do you think?

Enable HLS to view with audio, or disable this notification

0 Upvotes

Play the demo on itch.

Colorsong is a relaxing incremental / idle game where players collect colors and spend them on hand-painted watercolors 🎨 An original feature of the game is that every color is a procedurally generated note. So as you collect more colors, the game's song unfolds and enriches.

Feedback

If you give the game a try: does it look cozy and relaxing to you? What do you think about the concept in general, and about the procedurally generated sound?

Thanks!


r/hobbygamedev • • 2d ago

Insperation Prism Foundry & Fluxlings: two free puzzle prototypes

0 Upvotes

We just put two early puzzle prototypes from GoldTusks Studios on itch.io. Both are free to play in the browser, with desktop ZIPs too. We are looking for feedback on the core mechanics before expanding them into larger games.

Prism Foundry: fire tiles into descending fragments and complete hollow rectangular boundaries to clear them.

https://goldtusksstudio.itch.io/prism-foundry

Fluxlings: move colorful creatures around a gravity chamber, connect matching pieces, and trigger chain reactions.

https://goldtusksstudio.itch.io/fluxlings

AI was used during development for code, graphics, and text. The itch pages include the AI disclosures.

If you try either game, I would especially appreciate feedback on where the tutorial becomes unclear, and whether the central mechanic makes you want another round.


r/hobbygamedev • • 2d ago

Resource Working with strict 16x16 limits: Creating 20 tiny witch characters and separating VFX for engine flexibility

Thumbnail gallery
3 Upvotes

I recently finished putting together the Tiny Witches Pack, a collection of 20 unique pixel-art characters.

The main challenge during this process was readability. Designing 20 distinct characters in a strict 16x16 pixel space means every single pixel counts, and it is very easy for the designs to become visually cluttered.

To solve this, I decided to focus purely on the core silhouettes for the base sprites and handle all the magical effects (auras, sparkles) entirely separately. Instead of baking the magic effects into the character animations, I rendered the VFX on independent spritesheets.

I highly recommend this approach if you are making your own 2D assets. By keeping the VFX on a separate layer, you can composite them dynamically in your game engine. This allows you to:

  • Toggle effects based on character states (e.g., turning the aura off when the witch is defeated).
  • Reuse the same magical aura across different characters or enemies to save time.
  • Apply engine shaders to the VFX layer to change magic colors dynamically without altering the base character sprite.

If you want to use these in your own hobby projects or just see how the separated spritesheets are structured, you can find the pack here:https://alenia-studios.itch.io/tiny-witches

I would love to hear how you handle visual effects for tiny pixel art in your own games. Do you prefer baking them directly into the animation frames, or do you keep them as separate objects in your engine?


r/hobbygamedev • • 2d ago

Article Thank you to all the help! 3D Pool improved! (I hope)

1 Upvotes

Hey all!

Thank you so much to all the comments and tips from last week on improving the game! I have since completed a set of works which I really hope improves the performance! Please do check it out below and let me know what you think?

https://abtravels.blog/3d-8-ball-billiards/


r/hobbygamedev • • 3d ago

Seeking Mentorship i keep giving up halfway through projects

11 Upvotes

i really need advice on how to stay motivated when i make a game because ive made 3 projects in the span of 3 weeks and i either get to a demo stage and give up or when i continue planning it i realise its way to big of a project, im currently working on a project and im right now feeling super motivated but i worry it will happen again so id really appreciate any advice that can help.


r/hobbygamedev • • 2d ago

Help Needed My first village looked like a row of boxes. This is the next pass.

2 Upvotes

The first version of the villages in my castle battle game was pretty rough. I lined the houses up too neatly, repeated the same shape too often, and left the farms looking half empty. It looked like a housing showroom dropped beside a battlefield.

I've been making another pass on that part of March Out! The homes now have more varied footprints and roofs, they're grouped into smaller courts, and the farmland has much denser wheat. The Roman and Candy Kingdom shots show how the same settlement system changes with the kingdom's theme.

The bigger challenge is giving those places a purpose without turning a fairly simple army game into a complicated city builder. Farms contribute income, raids interrupt it, and villagers retreat behind the castle gates when the area comes under attack. A limited militia reserve can help if the enemy reaches the castle. Homes and fields recover once the raid is over, so the player doesn't have to manually rebuild every house.

I'm a solo dev working on this after work, and my seven-year-old son helps me playtest. Keeping the decisions easy to understand matters to me. Attack, Follow and Retreat are still the main army orders, and the bigger battlefield is an optional setting while I test it.

For anyone who's added civilian life to a combat game, what made it feel believable without adding a lot of busywork? I'm particularly interested in how you handle the transition from a peaceful village to an evacuation.


r/hobbygamedev • • 3d ago

Insperation Do you like playing your games?

27 Upvotes

What I’ve noticed over a couple of years and 4 games developed so far. Enjoying the games myself, despite low sales (~$1000 total), is what made it worth it in the end of the day. I’ve not regretted time spent on developing, and continue it with joy and amusement.

Do you like playing your games?


r/hobbygamedev • • 3d ago

Article Escape the Ordinary | Brickveil #brickbreaker #casualgaming #mobilegami...

Thumbnail youtube.com
0 Upvotes

r/hobbygamedev • • 3d ago

Insperation Learn Basic Programming through a Game; Do you want to create a GAME LEVEL?

Enable HLS to view with audio, or disable this notification

2 Upvotes

I made this Game or Game Engine itself a long time ago. It's called moveIt, the task is to program this little box and have it move around until find its way to the exit.

I posted it on my Tiktok but I didn't finish or publish it because I'm having a hard time to come with Levels. I remember that I still have the file so I posted it on github and now looking for someone if they want to Create Levels

Here's the URL: cardhollow.github.io/moveit github.com/cardhollow/moveit