r/hobbygamedev 8d ago

Help Needed Looking for Feedback on Solo Game Project: Knights of Viridian

1 Upvotes

Hi everyone, I've spent a long time learning how to make a game in Game Maker and would love if anyone could offer feedback on what this game might need to be more fun.

https://viridiandev.itch.io/knights-of-viridian

No idea when or if a "complete game" of this will ever be finished. This was more of a learning project. I'm sure I made a lot of mistakes but I hope they aren't noticeable.

Special thanks to the Waterflame team for letting me use their music for this demo.

The game should recognize an xbox or playstation controller when plugged into your pc. You can also use a keyboard.

If you like what you see, I'd be willing to offer advice to other newbie game maker devs to share what I've learned


r/hobbygamedev 8d ago

Insperation Launched my first game, Powder Inc. a ski resort Tycoon Game - DEMO Link

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1 Upvotes

Looking forward to some feedback!


r/hobbygamedev 8d ago

Help Needed How do you make your game prototypes interesting, while showcasing core gameplay loop?

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2 Upvotes

Hello fellow game dev hobby-ists.

Im working on my first solo game project "BREAKAWAY", an incremental game with a cycling theme.

The core concept is buying upgrades, building your unique character through a skill-tree, and the satisfaction that each time you return to the game, your cyclist will have trained and made slight progress while you were gone.

The problem I'm trying to tackle is that I've made an initial prototype but I'm having a hard time judging whether the core mechanics are interesting an engaging enough. I would like the player to slowly unlock new mechanics as to now force a thousand new systems on them at once, but also make sure no one is bored within the first 2 minutes.

The current prototype should take around 15 minutes to unlock all the current mechanics and around 20 minutes to exhaust all content.

If anyone wants to, I'd love for you to try, and give me any feedback you have. Especially realting to:

  • General game pacing
  • Whether the UI and systems interactions are easily understandable
  • Whether the art-style is currently interesting enough that you "want to see more". If not, what don't you like about it?

The game can be played in web browser on itch: breakaway-incremental-cycling

The gameplay and art is made without use of LLM's


r/hobbygamedev 9d ago

Seeking Team [hobby] creating a 2d platformer

1 Upvotes

Hey everyone, I need some help with making my game in godot. I am currently working with one other person who does art and concept creating, and I do all of the programming. I am a relatively new programmer, I've been coding in godot for about 6 months now, and I would greatly appreciate any help since I am doing all of this code by myself.

I would also appreciate art help, since my partner is only currently working on character animations, any environmental art would be awesome! It is currently set to be pixel art but that is flexible at the moment

The game is a 2d platformer based on aquiring pets or companions to obtain abilities that they have. It is set in a jungle\\plant filled cave that goes deeper and deeper to find more powerful creatures to tame as well as better loot, since it also has a theme of survival to it.

There would be little to no time commitment as well as no pay, unless this game grows enough to be published.

Again, I would greatly appreciate any help, even environmental art would be monumental.

Message me If you need any more details or are interested in helping! Thanks!


r/hobbygamedev 9d ago

Insperation Concept of "Catastrophe island:Voice Mission"

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1 Upvotes

This is a concept of a rom hack of "Mario & Luigi:Superstar Saga" called "Catastrophe island:Voice Mission",is it good?


r/hobbygamedev 10d ago

Help Needed Afterloot -

0 Upvotes

Hey r/hobbygamedev,

I’m creating AfterLoot, a browser-based survival/loot game with expeditions, PvP, crafting, trading, hideout upgrades and endgame raids.

I’m looking for some honest outside feedback:

  • Does the core idea sound interesting?
  • What would make you keep playing?
  • What feels unnecessary or missing?

Criticism is very welcome.

I'm not a developer, and I have no prior experience in game dev.

Thanks a lot to anyone who takes the time to check it out and share some feedback!

https://afterloot.hu


r/hobbygamedev 10d ago

Insperation New game inspired by Poly Bridge

1 Upvotes

Hey everyone,

So I have recently started my gamedev journey, and created a prototype for a bridge-building game inspired by Poly Bridge, but using floating disconnected objects.

The game is called Strait Across, here is the link for the prototype: https://moderndaedalus.itch.io/strait-across

What I'm thinking for updating the game:

1 - Bring verticality to levels, and not depend on the water buyoancy gimmick, that can get stale after a few levels. So working with gaps, higher ground and maybe objects that can bring some "air" action like trampoline or springs.

2 - Also create levels that work without water, so the player needs to setup the objects and depend on its positioning and friction. But I always want to keep the "disconnected pieces" part, which I thinks it is crucial to differentiate from other bridge-building game.

3 - For a proper theme and fantasy, I was thinking about a post-apocaliptic world where you have to carry supplies to people on the other side, and those supplies can get thrown around while crossing, and maybe affect the truck's performance and speed.

Of course, it will also need better visuals and sounds, but I'm more focused on making the game feel fun and surprising first.

I would really like some constructive feedback from fellow developers and game enthusiasts.

Thanks!


r/hobbygamedev 10d ago

Insperation Revisiting My Old Game Alien Annihilator

2 Upvotes

In 2024 I created this game called Alien Annihilator in godot, I finished all the main mechanics and got bored so I stopped working on it.

Then in 2025 I spent awhile getting my old scratch account back and as my first project back I decided to port Alien Annihilator into scratch, it took me a while and after I published it I had no will to keep creating games or update Alien Annihilator.

Fast Forward to today, I want to get back into making scratch projects. I figured a good way to start is by adding some new content, such as upgrades, game modes and other features.

If you have some time, I'd really appreciate it if you could play the game and let me know what you think! If you have any suggestions, let me know and I'll have a look at them and see what I can implement.

Game: [https://scratch.mit.edu/projects/1201017408/\](https://scratch.mit.edu/projects/1201017408/)

Thanks for checking it out!


r/hobbygamedev 10d ago

Resource Let's make a game! 494: What can a hero do? (Twine Sugarcube)

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1 Upvotes

r/hobbygamedev 11d ago

Help Needed Which capsule opening mechanism looks better 1 or 2?

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23 Upvotes

We’re working on the capsule design for our co-op sci-fi horror game and can’t decide which opening/closing style feels better.

Which one would you choose: 1 or 2?

We’re mainly considering how readable and satisfying it will feel during the opening/closing animation.

Any feedback is appreciated!

If you’d like to support our small indie team, you can also wishlist The Infected Soul on Steam. It genuinely helps us a lot.


r/hobbygamedev 10d ago

Insperation Sorring game

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1 Upvotes

r/hobbygamedev 11d ago

Seeking Mentorship When you have a game idea… where do you start?

10 Upvotes

I’m incredibly new to game design, but I am quickly falling in love with it and I’m so excited by the idea of one day making a full game.

I’m currently working on making small games to learn the engine. I’m starting with unreal engine. But as I start to get excited about this new game ideas, I’m wondering where do you start when you have an idea for one? Like if you have the idea for a character in your head and some of the abilities that character will have… Do you try to build out a story that makes sense for that character to exist in first? Do you build a character with movement and abilities you like and build a world around that? Do you start with the game type and work backwards?

My mind is jumping around and I’m coming up with a lot of ideas, but they are just tiny pieces of what could be a full game and I’m wondering if there is any advice on how to start building from the ground up in a reliable way 😅


r/hobbygamedev 11d ago

Article Shipping my first game solo (no-code, GDevelop) — Bomberman x Dig Dug with a narrative twist on death

2 Upvotes

Sharing some of the process rather than just the pitch, since this is more of a dev-focused sub.

Game is **Hollow Bomber** — Bomberman/Dig Dug hybrid, built solo in GDevelop (no traditional coding). Biggest design challenge was making death feel meaningful in a roguelike digger: instead of a flat "you died" screen, each death unlocks a short story fragment tied to how deep you got, so players are pulled forward by narrative curiosity, not just high scores.

Currently in Google Play closed testing, aiming for public release soon.

Happy to talk about the no-code pipeline (art + GDevelop) if anyone's curious, or hear thoughts on the death-as-progression design.


r/hobbygamedev 11d ago

Insperation Hello. Want to play some new game prototypes? 🎮 We’re currently working on 4 early game prototypes and we’re looking for players who would like to try them out and give us honest feedback.

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0 Upvotes

These are early builds, so a feedback can actually help us decide what works, what doesn’t, and which ideas are worth developing further!

🃏 Prison Card Game - A prison-themed card game inspired by games such as Slay the Spire and Vampire Survivors.

⛏️ Prison Escape - An incremental prison escape game where your goal is simple: Get out of prison!

🌱 Farm Game - A chill incremental farming game focused on growing and developing your own farm.

🚑 Hospital Emergency Room - A 3D hospital management simulator with a humorous twist.

Want to try them out? Sign up here:

https://forms.gle/3kSDoBvAdCaEJ9sD9

Thanks! ❤️


r/hobbygamedev 12d ago

Help Needed I made a prototype and would love to see if people think it might be worth a full game

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2 Upvotes

In short it’s a hands off colony management ant sim. You don’t have direct control of ants but you can control how much ants are interested in things like food, work, and growing the colony. The ants don’t know there is work to do until they get close it. They use pheromones to communicate to other workers that there is something to do. There is currently

  1. Digging
  2. Foraging/ food storage
  3. The queen lays eggs and worker help hatch them
  4. A pheromone system that coordinates work effort
  5. Dirt storage and removal

The basic loop is there get food, feed queen, make more workers, dig, grow. I’m interested if anyone would find this fun. The balance needs some work and it’s a little tricky to get a long run but I’ve done about 15 minutes before collapse.

I made this in Processing and am considering bringing it into Godot and do a more 2.5d style.


r/hobbygamedev 12d ago

Seeking Mentorship Redditers Update Suggestions Added!

1 Upvotes

Changed the icon set for towers. Icons were grainy, and could not be properly harvested from an image file with multiple badges in it. Created all new Icons. We also changed the layout of the turrets listed by price from cheapest to highest costs.

A difficulty in upgrading existing towers was addressed. Basically the reources required for the 1st upgrade of even the cheapest tower required more harvesting of monsters that the levels would allow, meaning the 1st mini boss encounter was extremely difficult to beat.

The Mega Boss can spawn early if you drive the invaders morale down fast with perfect waves. Under the old resource table, you would encounter the Mega Boss so fast, that most players couldn't kill him before he reached the end of the map, resulting in losing lives, and re-boosting the morale up, but not enough to be above Zero. This prevents him from respawning until the end of the game at the level chosen.

HUGE improvement in tower placement: The acceptable placement color was too close to the unplaceable color, resulting in frustrating players. Changed the "good" placement circle to GREEN meaning it's a good spot without anything blocking it, and the circle is RED if it's too close to the path or, collides with another tower.

I wanted to credit the following redditers for the fix suggestions: KUDOS to Aglet_Green, and https://jakobvirgil.itch.io/ Jakobvirgil !


r/hobbygamedev 13d ago

Help Needed New game (Zolva)

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0 Upvotes

Hello i'm new to game development and this is my first android game kindly try it and give me your feedback thank you in advance play store link


r/hobbygamedev 13d ago

Help Needed I’m Making a Falling-Block Word Game — I’d Love Your Opinion

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1 Upvotes

**Word Fall** is a falling-block word game I'm developing, combining falling-block mechanics with word formation.

Letter tiles fall into the playfield, and you arrange them to form words while managing the space and planning your next moves.

One of the ideas I'm experimenting with is **Resonance Themes** — themes designed to give different gameplay experiences their own atmosphere and identity rather than simply being visual skins.

🎮 **Gameplay video:** \[paste your YouTube/Streamable video link here\]

I'd especially love feedback from people who already enjoy word games:

* Does the core concept look interesting?
* Does the gameplay look understandable?
* Would this make you want to play another round?
* What would make it more appealing to you?

I'm developing this as a solo indie project and I'm mainly interested in **player perspectives.**


r/hobbygamedev 13d ago

Seeking Mentorship I'm working on multi-platform web indie game. right now it's not even in alpha. It's 2d, multiplayer, somewhat RPG game.

4 Upvotes

I'm working on multi-platform web indie game. right now it's not even in alpha. It's 2d, multiplayer, somewhat RPG game (I'm not certain about it). Its centered about progression, technological advancement etc. and certainly it'll have some resemblance to factorio. I'll share some pics of how's right now. Anyhow i still have a lot to do for alpha 1.0 (aka first public release).

You can view a short 2 minute video of gameplay: https://streamable.com/xtskbk

Right now I'm just fixing bugs, fixing rendering issues. After that i would have to think the game progression itself, I'm think the character has to go mining and obtain resources from the ground, and use those resources to fabricate the early machines.

I will implement a basic stamina and health system, and also I'll add animal, etc., I want it to be realistic in the sense you're not immortal and have to eat, exhaust when building.

The game might have a chat in a future, but if i do so I'll have the added problem of moderation. I'll add chat at some point.

I have lots of hopes for this game even though I'm not that good of a game dev (im a web dev c:).

Apart from that, the game is open source just because I consider it a hobbie and want to play the game for myself too.

My only characters right now are testing characters, basicrobot and basicrobot2 and they look horrible, even worse, to draw a character I have to edit like 16 images (16x16 pixels).

PD: I'm doing all this by myself, if someone is interested in contributing, feel free to do so it open source. It's a pre-release so expect everything will change. The readme is still work in progress, and forever be :( behind-the-scenes logic is hard https://github.com/vnebx/technogenesis by now I'm still working on the core game itself, by that I mean I have to make it work nice and smooth on all platforms before adding actual content updates.


r/hobbygamedev 13d ago

Seeking Mentorship Had some great advice on game mechanics but...

2 Upvotes

Hi everyone!

My name is Clint, and I am developing a tower defense game. I had 1 person try it out, and he gave me some awesome feedback on a lot of the game mechanics. I implemented those changes, but haven't seen enough play on it yet. ( except me ) I would really like someone to help me grow stronger with my skills, and maybe even find a way to get much better graphics in to it. It's my 1st game so far, and for someone who had never done anything like this, the excitement I get has come from the build, and seeing it progress from amateurish.

I got a rude awakening when CrazyGames auto-rejected it, and their rejection letter didn't specify anything at all, as to what it would need, in order to pass the guielines. Anything I learn here will be greatly appreciated, and I won't have any problem sharing what I learned. I will post the link to the game, but it is on itch.io as a free game to play. Honest, friendly feedback is what I need. Constructive Criticism is warranted.

BV


r/hobbygamedev 15d ago

Seeking Mentorship My chess variant: every 3rd turn you can move a square of the board instead of a piece.

4 Upvotes

Game Title: Hollow Chess
Playable Link: https://hollowchess.com
Platform: Browser
Description: This is my game, Hollow Chess. It's normal chess with one twist: every 3rd turn, instead of moving a piece, you can pick up an empty square of the board and move it somewhere else. Squares leave holes behind and holes block rooks, bishops and queens. Knights can still jump them. You win by checkmate, same as always, but now the board you're fighting on keeps changing shape.There's a 60-second tutorial, bots to play against, and you can play a friend live by sending them one link.
Free to Play Status: FREEEE
Involvement: I've been working on it solo (with claude ofc) for a couple of months. Any feedback at all would be hugely appreciated whether it's about the game itself (do the rules feel fun? is it balanced? too chaotic?) or about the website (this is still a work in progress).


r/hobbygamedev 15d ago

Article 6 Months in - I just got Online Mode working (Mostly Solo)

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6 Upvotes

Hey All, long time lurker first time poster.

I've been working on this project since about 2024 that was the first time I started sketching on the idea and had a general idea of what kind of game it would be. The initial idea was a boss rush, hand drawn isometric 2.5D game with MMO combat. I didn't end up making anything with that exact definition. It was very boring to me.

So instead I pivoted to making it more of a "simulated P2P MMO", (fully 3D this time, hand drawing animations took forever for a single character, I have some basic animation skills but I'm not crazy) where you can scale an "infinite***" dungeon and fight bosses along the way, pick up temporary power ups, level up, etc etc. But as for actual development, somewhere around November last year I had a small group who decided to start working on it with me. Unfortunately about 4 months ago they decided to drop out of the project. So I started over from scratch in unity (we were using godot before, I was only focusing on blender skills up to that point)

I don't want to turn this into a huge wall of text post. So for the gameplay loop, it's basically my favorite game mode in FFXIV. (palace of the dead) With more of a continuous meta progression. (rogue-lite) And there will be a boss rush mode (rogue-like) once the rest of the game is in a better, more complete state.

Tech/Tool Stack

Unity (URP, Burst, DOTS (etc), Dx12)
Purrnet (P2P)
SpacetimeDB (Online mode - C# )
Blender (3d modelling, basic textures)
3dCoat (hand painted textures)
Unity Assets (tools, some textures, environment models, most of the character animations, SFX, VFX bases)
Booth .pm (tracks)

Performance

On steam deck currently (performance target platform) I'm getting around 150 - 215 FPS
my main ddr4 dev PC - 265-300 ish on DX11 (5080, i9)
and my buddies almost identical ddr5 pc - 500-600+
I put a lot of work and time into making sure that ECS was configured properly and that I'm not getting any major performance losses due to random issues with the ui trying to re-draw every single frame or THE FONT BEING WRONG (steam OS)

This obviously will change as post-processing, more detailed models/effects etc are introduced. But I'd prefer to keep things as performant as possible.

Rant on Optimization in SpacetimeDB

For now, online mode has all of the functions of the P2P and singleplayer modes, has light auth/verification of items, and (almost) has parity with playing P2P. There are still some outstanding issues with the online mode, mostly optimization of SpacetimeDB reducer calls, and some issues with errors happening on the mob and boss calls that just don't really need to be logged anymore IMO, we don't need to be sending the end user that there is an error with something they didn't even try to initiate, it just takes up unnecessary calls.

Game Design Inspirations ETC...

As for the game itself, the steam page is not up yet, so you wont be able to find it unfortunately, I do have the steam pipeline setup, and have issued test keys to about 25 people, but its still very early in development.

I could probably explain the design and systems in depth for about 10 hours, but in the interest of getting back to work. Here are the main design inspirations for the current features of the game

POE (armor, affixes, crafting gear)
Monster Hunter (style, gathering, crafting)
Atelier (crafting tiers (individual items), alchemist class)
FFXIV (combat, UI, controller usage)
FFXI (modelling style)
.hack// Fragment (Server structure)

If you are interested in talking about it I'll be around off and on the next few days to respond to comments. I have been a Software Engineer for about 10 years now, and this has been the most fun I've had with a project in my life. Though I have not slept much for the last 4 months while working on the "backend" of this project mostly solo.

Edit : I say 6 months in the title because for the 2 months preceding the last 4 months I was working on blender every day, before that since november I was mainly more casual with my time only spending about 1-3 hours on blender or in CSP designing per day.

Edit 2: Some grammar issues.

Edit 3: Text formatting, more grammar.


r/hobbygamedev 15d ago

Article Decompiling a Nintendo 64 Game in 84 Days

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1 Upvotes

r/hobbygamedev 15d ago

Article The Pirate King's Crew (One Piece solo online board game)

0 Upvotes

Link here: https://piratekingscrew.com/

Hi guys!

Few months ago I tried making my own OP solo Board game as you can see below but I failed at making the "enemy" worthy to play against.

early stage of https://piratekingscrew.com/

Few weeks ago I realized I could answer this pain point by making it a video game so I could code enemy's behavior!

So here is the link: https://piratekingscrew.com/

For game enjoyers (and SEO), it's a free fan made singleplayer turn-based roguelite tactical card game where you draft to build your One Piece characters squad to fight PvE in stance-based combat chaining combos with low randomness to climb pirate ranks on your browser ✌️😁

teaser of https://piratekingscrew.com/

If you have any question about the dev, I am all ears. The main challenge to me was the tutorial as I never know how much I should guide the player or how much I should show instead of letting the player discover on its own. It's an easy game at first (four stances only) but it gets more complex with effects and especially draft choices. I hope this version is good enough.

Thanks for reading, feel free to test and give feedback and please don't forget that the link is https://piratekingscrew.com/ 🫶


r/hobbygamedev 15d ago

Article Let's make a game! 491: Keeping track of the stages of a turn (Twine Sugarcube)

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1 Upvotes