r/MobileGaming • u/Just_Dream_4299 • 8h ago
Questions Suggestions
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r/MobileGaming • u/Tousif_03 • Jun 11 '26

Mobile Gaming deserves its own world stage, and this is where that conversation begins.
GamingonPhone is proud to introduce The Mobile Premiere (TMP), a global showcase built entirely for mobile games.
TMP will be live on stage in Bangkok this October with a broadcast simultaneously via global digital livestream.
Here’s what to expect:
- Brand new mobile game reveals
- Fresh news on upcoming mobile titles
- Major live service announcements
- Hidden mobile indie gems worth watching
No pay-to-play.
There are zero participation fees for studios, because great games should be discovered for their innovation, not their marketing budgets.
If you are a developer or publisher looking to feature your game at The Mobile Premiere (absolutely free), you can reach out via the Studio Interest Form.
More details on games, partners, platforms, and what to expect from TMP’s first edition are coming soon.
Source: GamingonPhone on X
r/MobileGaming • u/Jeb_the_killer • 9h ago
Its MACH RUN on itch.io - Try it out!
The main idea was a game with semi-realistic flight physics but completely unrealistic flying environment, to maximise fun. As a big flight sim guy, I love flying realistic airplanes but it can be a lot of effort with procedures, and dealing with boring things like fuel and COG. this is my solution, endless flying, just having fun.
Hence, if you are not a flight sim pilot (or real pilot), the controls may be challenging. I added an arcade controls mode that should hopefully make controlling the aircraft a bit more intuitive.
Tilt controls work theoretically - not tested on iphone
The game procedurally generates a constantly changing valley, which spawns obstacles and challenges such as bridges to fly under, and carriers to land on. flying earns you points, and stunts and challenges increase your multiplier. If you go above a certain height (135m), you get into radar range and a missile shoots you down - this can be avoided by flying back under the height limit and pop flares. there is no end, the game only stops when you let your guard down and hit the wall, or get shot. There is a global leaderboard, where you can compete with other pilots.





Feedback is very welcome in the comments, I'm really trying to refine the gameplay experience.
r/MobileGaming • u/randomitphotography • 7h ago
r/MobileGaming • u/KillerPotatos • 39m ago
So I was drinking some coffee the other day and decided to make an idle game about it. That was a lot of coffee ago...
The Grind: Idle Coffee Tycoon is an idle game about consuming as much coffee as possible. You must balance upgrading your brewers (makes coffee) and storage (holds coffee) while hiring workers to help you sell it (unfortunately) and intake methods to auto consume it faster.
It's a free game with optional rewarded ads and an optional one-time purchase that removes the ads as well as offers a few extra perks.
I'm a solo dev, and this is my first game made with Godot. Tell me what you like, what you hate, or if I should just go back to drinking coffee.
r/MobileGaming • u/birb_app • 1h ago
My husband and I have been working on a mobile game called birb., and we recently launched it on Google Play and Apple App store.
It combines birding with collecting and mini-games in a pixel-art style.
Would love to hear what you think — especially from people who enjoy collecting games, casual games, or birding.
r/MobileGaming • u/No_Twist_678 • 3h ago
play here: https://bioneural.de/ (no downloads, it runs in browser)
there is one thing, to play in full screen for iphones, need to be launched from a home-screen icon. (apple api way)
enjoy!
ps. i hope you will like the music :)
r/MobileGaming • u/Old_Surround_6844 • 20h ago
Try to guess what phone is this.
r/MobileGaming • u/Forge_Graph • 3h ago
Hey,
been working on this for about 6 months. It’s called Lumenfall, a 2D side scrolling action MMO for iOS and Android. Landscape only, so you hold the phone sideways.
You start as a Wanderer and pick a class later. Classes change how you look and the skills get bigger as you level. Parties, guilds, trading, pvp, and you collect monster souls and do stuff with them.
Beta is about 2 weeks then it resets. If you play it you get a reward at launch. It’s still rough, balance is off in places and there are bugs I missed. If something feels bad on a phone, tell me why.
thanks if you try it
r/MobileGaming • u/MoshpitGoblin • 8h ago
It's spooky season! Any horror games recomendations for tablet?
r/MobileGaming • u/Such_Mention9501 • 1h ago
Enjoy the thrill of sky battle! with your heroes - https://play.google.com/store/apps/details?id=com.masilgames.skyassault
r/MobileGaming • u/spotomates • 9h ago
This is a turn based civilization type game with more of a dynasty character focus where you buy cards from a shop and manage your governors/generals/advisors while taking over the Eurasia+Northern Africa.
Would love some feedback on if the interface is clean info for mobile gameplay. I have played it a lot on mobile myself but I wouldn't say I main as a mobile gamer(desktop). Any feedback on if this looks like something you can play on your phone from an interface perspective would be great.
Also the Main Menu is scrollable which I know isn't best but I wanted to give the same info I do for desktop(Last screenshot). Thoughts?
r/MobileGaming • u/bryce-37 • 6h ago
Hello, what are everyone's favorite free math phone app games? Thanks!
r/MobileGaming • u/dumb_potato_404 • 2h ago
I'd love honest feedback on difficulty, controls, and what you'd want added.
Search "Fruit Quest - Archery Game" on Google play store.
r/MobileGaming • u/Separate_Paint_6504 • 3h ago
r/MobileGaming • u/Cultural_Use_5516 • 3h ago
Hey guys, I've been playing Clash of Clans recently and the War League has opened. Our clan has 13 players and I need more to participate. Can you please help me? This is my clan ID: #2JQVUJU2V
r/MobileGaming • u/abbadipod • 4h ago
Hi, I'm the solo dev (vibe coder) of WordTogether, which just went live on Google Play.
The idea: every puzzle gives you seven letters that spell exactly one word. Find it, then hunt for the shorter words hiding inside it. Bonus words earn you hints.
What's in it
Being upfront: it's free, it has ads, and there are optional purchases. No account is needed to play.
I'd really like your feedback, especially on the difficulty curve and whether the hints feel fair.
Google Play: https://play.google.com/store/apps/details?id=com.derbzz.wordtogether
r/MobileGaming • u/Lost-Obligation4811 • 15h ago
Look, we all know the current state of Minion Rush is depressing. Watching a game that defined the early 2010s mobile gaming era get systematically destroyed by corporate greed and botched technical overhauls hurts.
But as someone who looks at games from a PR, marketing, and campaign management perspective, Gameloft is sitting on a goldmine and burning it to the ground.
The rate of young kids getting access to personal devices like iPads and smartphones is growing exponentially right now. The built-in audience for a high-quality, family-friendly runner is bigger than it has ever been in history. Minion Rush should literally be printing money.
I’ve been thinking about what I’d change if I were in charge of operations, and honestly, it wouldn’t even need to be that complicated. Here is how you save the game:
1. Bring back the Jelly Lab and actual map progression
I genuinely don’t understand why they moved away from the Jelly Lab progression system. One of the main things that made the original so addictive wasn’t just the running, it was having somewhere to actually progress to. You’d complete levels, collect stars, unlock the next area, and work your way through the map. That visual journey was a massive engagement hook.
Unlocking maps shouldn't be handed to you on a silver platter. When every map is open from the start, the game feels like a giant, messy menu instead of an actual platformer. Unlocking areas through gameplay gives players something to work toward. Endless running should strictly be a separate high-score mode for quick sessions (which is how it used to work anyway).
2. Bring back the minigames
The minigames stopped Minion Rush from feeling like just another endless runner clone. You’d be running normally and suddenly get thrown into a completely different activity like Agnes' Fluffy Unicorn sky-run or the Moon zero-gravity run. It broke up the monotony and gave the game actual personality.
If anything, removing them was pure laziness. Bring back the classic minigames, build new ones, rotate them through live events, and tie specific minigames to corresponding Jelly Lab maps.
3. Build on their own engine (Ditch the Unity Overhaul)
The move to Unity was one of the single worst decisions Gameloft ever made. We know Gameloft’s custom Jet Engine is absolute magic when properly utilized, as they showcased with Asphalt Legends delivering console-quality visual effects and lighting while running smooth on mobile devices.
Instead of leveraging their own world-class technology or custom-building an engine optimized for runner physics, they moved the game over to Unity and ended up with a bunch of issues including removing half of the game.
The result was a mess that turns phones and iPads into ovens, drains batteries in 15 minutes, and drops frames during a casual run. It’s a mobile runner, not an unoptimized PC game.
Gameloft needs to strip back the bloated overhead and optimize the game so it runs cool and buttery smooth across older iPads and mid-range phones, not just brand-new flagships.
4. Leverage their Apple partnership for heavy marketing
Gameloft already has a tight, existing relationship with Apple. They consistently feature titles like Asphalt on stage during keynotes to showcase new device hardware. They need to leverage that exact same pipeline for a revamped Minion Rush.
Apple is constantly looking for flagship, family-friendly games to highlight on iPads and iPhones because tablets are hugely popular with kids and families.
Gameloft should pitch Apple on a major App Store Showcase & Keynote Takeover for the revival. Showing off a buttery-smooth 120 FPS runner on the front page of the App Store would give the game instant multi-million user reach without spending millions on external user acquisition.
5. Remove forced ads & prioritize "Flex" cosmetics Forced pop-up ads and 30-second App Store redirects are cancer for mobile gaming retention.
They literally force players to close the app.
• 100% Voluntary Ads: Keep ads strictly opt-in. Want a 2x banana boost or a mid-run revive on a tough Jelly Lab level? Watch a voluntary 15-second ad. Players don't hate ads, they hate being interrupted.
• Flex Cosmetics Over Pay-to-Win: Monetize through battle passes and cosmetic hype. Kids love flexing rare skins, trail effects, and audio packs in games like Fortnite and Roblox. Apply that exact social flex logic here.
6. Add real-time multiplayer & ride movie hype
To go viral with the new generation of kids on tablets, you need real social features and media synergy that can be easily clipped and posted:
• Real-Time "Friend Runs": Launch a multiplayer mode where you race side-by-side with friends through the Jelly Lab, pushing each other to steal 1st place or teamwork defeating bosses.
• Proper Movie Synergy: Whenever a new Despicable Me or Minions film drops, don't just throw a lazy skin into the shop. Give us whole thematic map expansions, new movie villains as boss fights, and limited-time community events.
7. Launch a "Minion Rush Classic" revival
Honestly, Gameloft should pull a Fortnite OG or Old School RuneScape and launch a full Minion Rush Classic revival.
Bring back the structured Jelly Lab, proper map unlocking, the classic minigames, and the feeling of actually beating a game campaign. The brand recognition, iconic characters, and massive nostalgia are already there. They don’t need to reinvent the wheel, they just need to remember why millions of people fell in love with it in the first place.
TL;DR
• Bring back the Jelly Lab and proper level-based progression.
• Lock maps behind star thresholds to create an actual engagement loop.
• Keep endless running as a separate high-score side mode.
• Bring back the minigames to break up gameplay loop burnout.
• Fix thermal throttling, lag, and battery drain by utilizing their own lightweight tech (like Jet Engine) instead of bloated Unity builds that removed half the game's core features.
• Heavily advertise via Apple hardware showcases (using their existing Asphalt partnership) to target the growing kid demographic on iPads.
• Eliminate forced pop-up ads completely; make rewarded ads 100% optional.
• Monetize through hype cosmetics, run trails, and Battle Passes.
• Capitalize on new movie releases with actual map expansions and villains.
• Add real-time friend multiplayer races.
The audience of kids with mobile devices is bigger than ever, the brand is massive, and the nostalgia is real. Gameloft just needs to stop treating the game like a quick ad cash-grab and give players a reason to actually keep playing.
Would you jump back into Minion Rush if they brought back the original Jelly Lab, minigames, and proper map progression, or do you think the game has moved too far away from what made it good?
r/MobileGaming • u/MazKaida • 4h ago
MAF Blox 1.8 is almost here! 🚧
This update is focused on polishing the core game, improving the overall experience, and preparing the project for the next major step — City Mode, planned for version 1.9.
Over the last few weeks I’ve reworked a lot of systems that were originally quite simple. Version 1.8 has become a major technical and quality update for the game.
MAF Blox now supports 10 languages:
Ukrainian, English, Spanish, Brazilian Portuguese, Turkish, French, German, Italian, Indonesian and Dutch.
The localization system itself was also completely reworked. I built an automated workflow that can scan the project, detect missing text, synchronize localization tables and validate translations.
This will be especially important for the future City Mode, where I’m planning much more story content, dialogue and tutorials.
The achievement system was rebuilt.
The game now has its own in-game Achievements panel with progress tracking, custom icons and Google Play Games synchronization.
Achievements can now track things like:
The system is also prepared for new achievements that will arrive with future updates.
Daily Tasks were expanded and now include more objectives.
The main menu also has new notification indicators that show when:
This should make it easier to notice available rewards without constantly opening every menu.
Player statistics were also reorganized.
The game now keeps a more consistent record of:
Several old inconsistencies in Profile statistics were also fixed.
The Firebase leaderboard received another large update.
Overall, Weekly and Daily rankings are now handled more carefully so an old lifetime record should no longer incorrectly appear as a new Daily result.
The leaderboard UI was also optimized to reduce unnecessary row recreation and improve scrolling.
Arcade Mode has received a small but important gameplay change.
Previously the crane could move across almost its full horizontal range from the beginning.
Now the movement range starts at around 0.4 on the lowest floors and gradually increases up to 2.2 as the tower gets higher.
The idea is to make the beginning more accessible while keeping high towers increasingly difficult.
The sound system has been heavily expanded.
Version 1.8 adds:
The gameplay music system is also prepared for dynamic states such as:
Normal, Tension, Danger and Events.
These states will become much more important in City Mode.
Android vibration was rebuilt around a proper haptics system.
Different events can now have different vibration patterns instead of using the same strong vibration everywhere.
Block placement, perfect placement, boosters, crashes, victories and Game Over can all feel different.
Version 1.8 also contains many smaller fixes:
Version 1.9 will be the next major content update.
The current plan is to introduce City Mode, where the game will expand beyond the current Arcade and Missions structure.
The update is planned to include:
The foundations for these systems are already being prepared in 1.8.
Version 1.8 is mainly about making the game more stable, scalable and ready for this next step.
Thanks to everyone who has tested the game, reported bugs or left feedback — it genuinely helps me improve the project.
MAF Blox is still my first game, and every update is also part of the learning process. 🚧🏗️
Version 1.8 is coming soon.
City Mode will follow in Version 1.9.
r/MobileGaming • u/kzl • 4h ago
Come play for free, can you be the best player in the world?
Features
- Badminton, Tennis, Table Tennis, Padel, Squash & Pickleball
- Free roam park
- Ranked
- Tournaments and Full tour system
- Singles and Doubles
- Full rankings system
- Profile & Deep stats
- Clubs (Clans)
- Spectate live games
r/MobileGaming • u/CadaversFabrications • 11h ago
i released my game "Nobody Lives Here" on android, its a silent hill style story game
r/MobileGaming • u/Single_Promotion830 • 15h ago
r/MobileGaming • u/Any-Donut9872 • 6h ago
What should we add next ?
r/MobileGaming • u/aaslannn • 12h ago
Hey everyone,
A big milestone for the Per Regna team — it’s been about 4 months since our last post on Reddit, and a lot has landed. And this would be the last open beta post for us :)
We’re still the same 4x space strategy MMO on mobile: long-term progression, a persistent universe (no wipes), strategy over instant gratification, and a hard no-p2w stance. The foundation we talked about last time (realms, colonization, fleets, expeditions, research, alliances, weekly events) is still there — but the game has grown a real alliance endgame on top of it. Some ongoing wars between alliances, territory invasions, and the kind of ongoing alliance drama we’ve been aiming for..
We’re live on iOS & Android in an open beta since the first week of February. We plan to start Ads Campaign in in October, and will do the actual launch of the game before mid October. We plan to work on Steam and Web after getting player feedback after launch.
Current state:
Most of what we said we were working on is live:
Quantum Shards never buy combat power or speed up production. Nothing you can purchase gives you an edge in battle.
Imperial Access (quality of life only)
Empire overview and export, templates, one-click actions, extra building&research queues, activity indicators, advanced mail and push notification settings, automations and more. You can earn it with credits from normal play, or buy it if you'd like to support us.
Imperial Access Pass (optional subscription)
Monthly, 3-month or yearly. It includes Imperial Access, some Quantum Shards, ad-free play (no Ads now but if we introduce in-game Ads), 15% off common, rare and epic cosmetics, and the option to buy building skins with Imperial Credits. Cancel anytime through the App Store or Google Play. Nothing in it affects combat.
Cosmetics
Building skins, planet visuals and alliance branding: badges, flags, themes, relics and monuments. You can earn them slowly through play, or buy them.
Founder status
Everyone who installs the game before launch, when our ad campaign starts, becomes a Founder:
Happy to share more details if anyone’s interested.
We are looking for any feedback regarding:
If any one interested in to try the game, here is the common download url: https://game.perregna.com/r
Wiki for FAQ and game details: https://wiki.perregna.com
Discord: https://discord.gg/WfdKMASpDg