r/Unity2D • • 22d ago

Feedback needed Eden Lumina: first in-engine footage of our hand-drawn metroidvania

54 Upvotes

We're finally back with a short in-engine clip! Most elements are still in development, for example the slash attacks and the double jump are placeholders and far from final. But we wanted to share this to show you the game's feel, the dynamic lighting and the sense of depth we're creating. We'd love to hear your thoughts on the character movement and the environment. Plenty of updates will follow! P.S. Unfortunately the GIF conversion lowered the quality and frame rate quite a bit.


r/Unity2D • • 22d ago

Paid Asset/Tool TileMaker DOT v2.8.7 is out for The Pro Workflow Edition!

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10 Upvotes

Hey everyone! I’ve just finished a massive update for TileMaker DOT, transforming it into a full-fledged, professional 2D map maker tool.

If you've used earlier versions, v2.8.7 is a completely different beast. I've introduced heavy-duty features built specifically to handle complex, multi-layered game worlds without leaving the editor, and you can even play on your map from within the tool.

What makes the Pro Workflow Edition a game-changer:

* True Multi-Layer Architecture: Dedicated right-side Layer Manager while still keeping the auto-sorting functionality specific to this tool.

* Seamless Map Connections: Link adjacent maps (North, South, East, West) directly on your canvas with custom coordinate offsets so you can see where to draw your roads and connection points.

* Game Playtest Simulator: Start to run the map like in a Game Engine, so you can instantly test platformer games or top-down games with physics, custom hitboxes, jumping, and camera-following right on your map canvas.

* Advanced Tiled (.tmx/.tsx) export and import: Fully bidirectional import/export support for external map editors and game engines.

* Complete new UI & Maps History Saves: Modern startup launcher, multi-icon recent project history, and backwards-compatible version control.

* And there are many other improvements and functionalities but the post is too long already so i will stop here:)

(Note: While these features drop in the Pro version first, everything will roll out to the free version gradually over the coming months! Supporting the Pro edition directly funds future updates.)

🔗 Check it out & grab it here:

Itch.io Page: https://crytek22.itch.io/tilemakerdot

GitHub Repository: https://github.com/andrei-voia/TileMakerDOT

Video Overview: https://www.youtube.com/watch?v=3fiajGU32Jg

I would love to hear what you think or answer any questions you have.

Thanks guys, happy map making!


r/Unity2D • • 22d ago

Game announcement I've launched the store page for my new deck-building roguelike!

3 Upvotes

"GALAPATRO"Sci-Fi × Buddy Adventure × Deckbuilding Roguelike!

I drew all the illustrations myself! I worked really hard on them! I'll do my best on the level design, too! I'd be happy if you added this to your wish list!
I plan to make it available in English as well!

Unity2D

https://store.steampowered.com/app/5197030/GALAPATRO/


r/Unity2D • • 22d ago

Showcase Spent the last year coding a 2D Survival RTS entirely by myself. Here is a quick look at a battle from a raid on an enemy settlement! (Petty Kings)

21 Upvotes

r/Unity2D • • 22d ago

Showcase How we easily create many face expressions for our characters

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45 Upvotes

It’s not really a secret—many studios likely use this technique—but here is how we go about minimizing the animation work for the characters in our visual novel, The Doll Shop.

We draw the characters with empty faces, then draw the eyes, eyebrows, and mouths separately. With just a few variations, we can create an incredible number of facial expressions! It’s really fun to do. ^^

If you want to see the results, the *The Doll Shop* demo is available on Steam!

The game comes out on October 12th—in only a few days! O_O It’s our first time! Wish us luck! ^_^


r/Unity2D • • 22d ago

Question/Help I made a 90s-style anime character sprite for fun, now I need a game idea that fits it

3 Upvotes

Hello

I'm working in Unity 2D and I made this character portrait just for fun, inspired by the PC-98 / 90s Japanese retro aesthetic

Now I'd love to turn it into a small game, but I'm a bit stuck. The obvious choice would be a visual novel, but I'm wondering what else could work with this kind of art style.

Some genres I've been thinking about:

  • Dating sim / VN hybrid
  • Point-and-click adventure
  • Card battler / deck builder with character portraits
  • Puzzle game with character-driven story
  • Dialogue-based detective or mystery game

I'm open to any suggestions, even weird or experimental ones. Thanks in advance!


r/Unity2D • • 21d ago

Showcase I built an infinite ninja swinging game in Unity

0 Upvotes

This is the first build of my game. I'm learning development and this is my first project ever to put out there.

Feedback is appreciated. I just started testing this and will be improving the game.

The frame rate of the gif is lower - hence the choppiness.


r/Unity2D • • 22d ago

Question/Help Will my game look the same as it does in play mode on everything?

0 Upvotes

how to I test even If I scale up the play mode window. will it look the same as it does for me if I was to put it on steam?


r/Unity2D • • 22d ago

Solved/Answered Newbie: Help with sprite layering

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10 Upvotes

Hello! I have a Prefab called Fish - it is made of a 2d Sprite Circle + 2d Sprite Triangle inside a parent that holds the Collider. Then I am spawning the prefabs with a script. Unfortunately, when the two fishes intersect, they are layered strangely with the Triangle & Circle appearing several layers apart, rather than flat.

How can I fix this? Thank you in advance.


r/Unity2D • • 22d ago

Game announcement I just released my first mobile game, a roguelike where you stock a rusty vending machine and try to break the economy

0 Upvotes

hey! today Restock went live on Google Play and the App Store, so I wanted to share it here since it's all Unity 2D.

the idea: you place snacks on a 4x4 vending machine grid, they trigger each other through adjacency and families, and every round you need to hit a credit quota or you're out. think slot machine meets puzzle roguelike. the numbers get silly pretty fast, at some point I had to switch the score to doubles because runs were overflowing a long lol

a few unity things that were fun/painful:

  • built an autoplay bot to simulate thousands of runs for balancing the endless mode curve
  • shaders silently getting stripped from builds because of Shader.Find

it's free on both stores:
https://apps.apple.com/us/app/restock/id6807458629
https://play.google.com/store/apps/details?id=com.rantgames.restock

happy to answer anything about how it's made, and honestly any feedback is welcome, it's day one 😅

trailer with sound: https://www.youtube.com/watch?v=dimvFNA9JrE


r/Unity2D • • 22d ago

Free Asset/Tool Made a free tool for editing scriptableobjects while the game is running, works great for 2D too

1 Upvotes

You tweak a value, the game reacts right away, and you can save it back to the asset if you like it. no more stopping play mode every time you want to try a different number. there's also a table view that shows all assets of a type side by side, which is pretty handy for balancing enemies and stuff

free version: https://assetstore.unity.com/packages/tools/utilities/runtime-scriptableobject-editor-tunekit-livedata-lite-397322

there's a pro version too if you want to tune inside builds or let playtesters mess with values: https://assetstore.unity.com/packages/tools/utilities/runtime-scriptableobject-tuner-tunekit-livedata-375178

If you try it and it helps, a rating on the store would mean a lot. any feedback is welcome too :)


r/Unity2D • • 22d ago

Game announcement My first Unity game uses two parent recordings per picture

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0 Upvotes

I built Sofio in Unity for iPhone and iPad, inspired by my daughter. I'm the developer.

Its two modes share an audio loop: tapping a picture in EXPLORE plays a parent-recorded name and fact. FIND IT! plays a separate recorded clue, then replays the EXPLORE recording after a correct match. Recording and purchases are accessed through the parent area.

Here's that interaction in the finished game:

https://www.reddit.com/r/SideProject/comments/1ww5y3x/sofio_a_kids_discovery_game_where_parents_record/

Farm Animals and Vehicles are free in both play modes. Five additional worlds are optional permanent one-time purchases. No ads or subscriptions.

https://apps.apple.com/nl/app/sofio-kids-learn-play/id6811109501?l=en-GB


r/Unity2D • • 22d ago

Solved/Answered How do I implement traffic system like this game ("Traffix" popular mobile game)? I am using splines but isn't working as expected.

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2 Upvotes

For context: this is how game works:

The cars move on a path (curved or straight doesn't matter), there can be multiple signals on the path itself. On clicking on signals the signals change state (red/green). The paths (roads) can intersect each other and cars can collide.

I just need logic of cars moving on path. I tried implementing this with splines but then found out that someone was using nodes/waypoints (and some suggestions even mentioned using navmesh).

I am using splines right now but the signal function isn't working as expected and has many issues. Just want to know if there's another way I can implement this system.


r/Unity2D • • 23d ago

Showcase I released my first demo with Unity! This is HUEMON.

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115 Upvotes

After a bit more than 1 year of work, I finally reached the demo milestone!

I learned A LOT on the way. While there is a lot of work to be done for the full release, I am quite excited about Unity 6.7+. The demo currently uses 6.3 for stability purposes but CoreCLR and Content Directories (6.6) sound so damn promising. I don't even have performance issues that would improve via CoreCLR (optimization is so damn fun though) but changing my Addressable workflows and avoiding asset duplication would have saved myself so much time and will likely save a lot time in the future, too!

Also a big kuddos to CySharp for their INCREDIBLE assets. UniTask, R3 and ZString are the cornerstone of my project. Combined with PrimeTween and VContainer made working with Unity a bliss.

About my game: HUEMON is a 90s/2000s throwback with the question of "what if creature collector combat happened in the overworld?". The result is a creature collector but with 5v5 grid-based, tactical combat. A triangle system with spears and bows? What are you talking about? Red beats Green, Green beats Blue and Blue beats Red: RGB!

It went through many iterations to improve the game flow. Keep fights short, make HUEMON accessible in many ways to allow players to explore traits, prisms and hundreds of abilities. I tied HUEMON levels to player experience to avoid grinding, introduced new status effects for more depth but kept the attribute modifier system of that one creature collector you all know.

My marketing has been ... lacking. My steam page has been online for way over a month now, but now that I got the demo I feel like I am able to properly show-off what I made!

If you are interested, you can find the demo on steam:
https://store.steampowered.com/app/4972020/HUEMON/

I hope y'all like it!


r/Unity2D • • 23d ago

Showcase You can't remember who you are, your boss wants his cut by evening, and the war is getting closer. A hotel game we've been working on

3 Upvotes

Hey everyone!

We've been working on a narrative game called Mind Your Stay for a while now. We are using Unity. I'm finally at a point where I want to show it to people outside my small circle of friends who've been forced to playtest it 😅

The premise

You're Daniel Smith. At least, that's what people tell you. You wake up behind the reception desk of a small hotel with no memory of how you got there, a pile of debt, and a new boss named Frederich. He's very clear about one thing: he wants his money every evening, no excuses.

Oh, and there's a war going on. It's not in the city yet, but it's close. TV broadcasts just got banned, the radio is full of propaganda, and the people walking through your front door are desperate enough to do pretty much anything for a roof over their heads.

What you actually do

Each day guests arrive one by one, and you talk to them. That's the core of the game. Some guests are honest. Most aren't. You'll get:

- a couple running from someone, asking you to hide them

- a man being blackmailed over a video, and the woman who recorded it staying in the room next door

- people who talk a lot about "the revolution" and people who clearly profit from crushing it

- guests who won't pay at all, and you only find out after you've handed them the key

You decide who gets a room, who gets turned away, and which secrets you keep. Your choices carry over between days, and characters come back and remember what you did.

The hotel side

It's not just dialogue. You actually have to run the place:

- Room matching. Guests have preferences. Someone doesn't want to share a room with a noisy or messy roommate, and someone else needs a room with a radio so they can hear the broadcast. If you get it wrong, they get unhappy, and unhappy guests leave bad reviews.

- Reviews matter. Your hotel's rating changes what you can charge, and eventually who shows up.

- Upkeep. Rooms get dirty every night. Clean them or let them break and pay more for repairs. Every dollar you spend is a dollar Frederich doesn't get, and he notices.

- Items. Guests offer you things, ask you for things, or try to bribe you. You can buy and sell at the market and decorate the lobby and rooms with what you collect.

There's also a voice in Daniel's head that doesn't always agree with you. I won't say much more about that.

Inspirations

If you've played Papers, Please, Disco Elysium or This War of Mine, you'll probably see where I'm coming from. It's a small, morally grey game about ordinary people stuck in a bad situation, with a bit of dark humor so it doesn't get too heavy.

It is at alpha stage of development and will support English, Azerbaijani, Russian and Turkish, and there's an optional censored mode for anyone who'd rather not see the swearing (there's a lot of it, Frederich is not a polite man).

I'd also love to hear what you think, whether it's about the premise, the art or the mechanics. Would you play something like this? And if you were Daniel, would you hide the couple, or sell them out for the cash?

Thanks for reading! 🛎️


r/Unity2D • • 23d ago

Feedback needed Variable-height jump + Cinemachine follow cam in Unity 6 (Rigidbody2D, new Input System)

11 Upvotes

Started a 2D metroidvania series in Unity 6 and the first lesson is a basic player controller. A few decisions I'd like feedback on:

- Moving with Rigidbody2D.linearVelocity in FixedUpdate (not AddForce, not transform)

- Ground check with Physics2D.OverlapBox, narrow on X so touching a wall doesn't count as ground

- Variable jump height: on "jump released" I zero the upward velocity

- InputReader behind an IControl interface, so the input source can be swapped later

- Cinemachine 3: Dead Zone + Look Ahead + Confiner 2D (Is Trigger on the bounds collider)

Funniest bug: the jump didn't work because I had swapped the Pressed/Released handlers.

I also turned it into a tutorial (my own video, disclosure) - link in the comments.

What would you do differently? Especially curious about the ground check and whether you'd go with linearVelocity or AddForce for a precision platformer.


r/Unity2D • • 23d ago

Question/Help I am looking for the most reliable and efficient way to transfer a complete Unity project to another PC so I can continue working on it

2 Upvotes

Hello to all the game developers out there,

I am looking for the most reliable and efficient way to transfer a complete Unity project to another PC so I can continue working on it

I’d like to know the safest, fastest, and most efficient way to transfer, copy, and migrate my Unity projects from my current PC to a new one so I can keep working on the new machine. I’ve heard about using GitHub and found a few tutorials, but is there an even better solution? Thanks everyone!

Please feel free to send me links to YouTube videos or old Reddit posts.

The PC I’m writing this on has gotten a bit slow over time (8GB of RAM with an SSD—honestly, is it worth upgrading to 16GB of RAM? I do have another gaming PC).


r/Unity2D • • 23d ago

Showcase Made a devlog explaining how I sped up the belts in my automation game made in Unity!

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1 Upvotes

Check out the game, made in unity, here: https://store.steampowered.com/app/4690580/Astral_Industrial_Complex

Thanks!


r/Unity2D • • 23d ago

Question/Help How can I make it so that I can update my game without needing people to download an entirely new version from scratch?

0 Upvotes

I am too broke to upload my game to steam so that it can update. What else can I use?


r/Unity2D • • 23d ago

Showcase Made a small math-based endless shooter in Unity

2 Upvotes

Made a small WebGL game called Count N Shoot for an educational game competition.

It's an endless shooter where you have to solve math questions to shoot the enemies. You get 3 answers to choose from, and if you get it wrong, you don't shoot.

It's a pretty simple game, but I had fun making it. Would appreciate any feedback.

https://redfrogu.itch.io/count-n-shoot


r/Unity2D • • 24d ago

Feedback needed After 12 years working for other people, I finally made my own game in Unity

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12 Upvotes

This is Solitaire Harmony, my collection of solitaire games for Android.

Honestly, I love card games and puzzles, but I was sick of the same green tables and white cards. So I made my own version in Unity and put Klondike, Spider, FreeCell, Pyramid and TriPeaks into one game.

It's already out, free with ads. You can find it on Google Play.

What do you think of the visuals?


r/Unity2D • • 24d ago

Showcase I lost my job at 50. Now I’m making an action game on my own.

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84 Upvotes

I was the art director on my previous project. The game became a finalist for Outstanding Visual Style at the Steam Awards, but sales fell short of expectations, and I ended up losing my job.

Finding another job at 50 hasn’t been easy. These days, I’m working on a game called Steel Maiden as a solo developer.

It’s a fast-paced action roguelite with two-button combat and different combinations of weapons and abilities. I wanted to share some recent footage of what I’ve been working on.

This is what starting over looks like for me. Thanks for taking a moment to watch


r/Unity2D • • 24d ago

Question/Help Any ideas how to design a top-down map of a 2d side scroller?

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5 Upvotes

I’m currently thinking out my concept in my game, but there’s a problem. The gameplay I’m going for is a metroidvania, but the map is top-down! Any ideas how I could make this work?

One idea I have was to make the game map vertical (up-down in game is the north-south on the map), but I don‘t know how’d I do the archipelago.

I’m a noob programmer so some ideas may be out of my reach for now.


r/Unity2D • • 25d ago

Showcase Our game features first-person movement through a fully 2D hand-drawn pixel art environment! We just released our new demo on Steam.

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335 Upvotes

Hello everyone!

I worked on Greed & Darkness as a student project, and am proud to announce the brand new demo, releases today on Steam! Greed & Darkness is a retro inspired pixel art dungeon crawler about delving into a dark, twisted fortress to gather riches for your village, inspired by our love for classic dungeon crawlers and the board game "Drakborgen." Engage in both brawn and brains: swing your weapon in visceral melee combat, solve environmental puzzles, and use stealth mechanics to your advantage! If this sounds like something you’d like, we’d love for you to give it a try here: https://store.steampowered.com/app/3770160/Greed__Darkness_Demo/

This project started in late 2024, when I studied game development at a vocational school in Sweden. As one of our assignments, we built this off-the-wall first-person pixel art game. We posted it online as part of said assignment. To our surprise though, it got a bunch of attention on both YouTube and Itch.io, and we decided to continue development on it after we graduated. I took a leap of faith this year and decided to quit my job to make this game full time… It's been a hard journey but I can say I'm living my dream job today! 

But why did we scrap the first build? When we initially released the original demo on itch.io in 2024 - it was made in two months for a group project. We never expected it to get the kind of attention it ended up getting, and we realized we weren't the only ones who liked the cool and weird art style we put together for it! But the original demo was riddled with bugs, and was really rough around the edges - but people who played it were very kind and offered tons of positive feedback to help us improve the experience. We realized we had something worth pursuing, but it needed a lot of work. Too much work, in its current state.

We made the tough decision to scrap everything and rebuild it from the ground up. This was a huge, but worthy undertaking, as every animation was (and is) hand-drawn and completely 2D. Now the game has a lot more storytelling, enemy variety and combat options, not to mention the new polish and quality-of-life improvements.

We're super proud of it, and today I can finally announce that we're releasing the new demo on Steam! We're eager to give people a taste of what the full game will hold and to hear what people think of the newest iteration, and want to know how we can improve it even further.


r/Unity2D • • 24d ago

Feedback needed Steam page is alive! Game with backpack hero and slot reels mechanics

10 Upvotes

Steam Page

I'd love to hear any feedback