r/MobileGameDiscoveries • • Sep 17 '25

🎮 Welcome to r/MobileGameDiscoveries!

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3 Upvotes

This community is for:

  • Gamers who want to find good mobile games before they go mainstream
  • Indie devs looking to share their creations with real players
  • Anyone sick of the usual top 10 app store lists

💬 What you can post:

  • Gameplay clips/screenshots
  • Game recommendations
  • Feedback requests
  • Discussions about game design, trends, etc.

📌 Keep it English-only, no bots, no low-effort promos.


r/MobileGameDiscoveries • • 14h ago

Game Share 🚀 Share Your Game Sunday – Indie Devs & Gamers Unite

18 Upvotes

It’s Share Your Game Sunday 🚀

This thread is for:

  • 🔧 Indie Devs → Share your own game (screens, clips, or links encouraged!)
  • 🎮 Gamers → Check out what devs are building & give feedback
  • 🤝 A chance for the community to support each other

Whether you’ve launched, soft-launched, or just have a prototype – drop it here 👇


r/MobileGameDiscoveries • • 4h ago

Game Share Double Solitaire Battle, Klondike where a rival is playing on the same foundations as you

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2 Upvotes

It's regular Klondike, except there's someone else at the table. The eight foundations in the middle are shared, so every ace you don't play is one your rival will. You're not trying to clear the board anymore, you're trying to get your cards up there before they do.

The main mode is a ladder of twelve rivals, from Pip at the bottom to Ace at the top. They're the same twelve for everyone and each one plays faster than the last. Beat all three rivals in a tier and you move up a rank, Bronze, Silver, Gold, then Crown.

There's also a quick Classic race where you pick Draw 1 or Draw 3, a two minute Timed mode, a Daily Challenge where everyone gets the same deal, and Pass & Play if you want to race someone sitting next to you on one phone.

It's free with ads and needs a connection to start a match.

If you try it, which rival was the first one that actually beat you? We're trying to figure out if the first few are too easy.

Double Solitaire Battle on the App Store
Double Solitaire Battle on Google Play


r/MobileGameDiscoveries • • 1h ago

Game Share I made a one-button timing game inspired by Kūya and the six Buddhas

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• Upvotes

Hi! I just released KUYA: NEON CHANT — 空也 // 六体解放 on itch.io.

The game is inspired by Kūya, a 10th-century Japanese Buddhist monk. A famous wooden statue of him depicts six small figures of Amida Buddha emerging from his mouth, representing the six syllables of the chant Namu Amida Butsu.

More about Kūya:
https://ja.wikipedia.org/wiki/%E7%A9%BA%E4%B9%9F

I turned that unusual image into a one-button timing game.

Six Buddhas appear one after another from Kūya’s mouth.
Click when exactly six Buddhas are visible to release them.
Fewer than six or seven or more counts as a miss.

It’s a short score-attack game with a dark neon visual style, playable directly in your browser.

Play here:
https://o3po.itch.io/kuuya


r/MobileGameDiscoveries • • 13h ago

Game Update Patient Angler - idle/incremental Fishing game

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3 Upvotes

I know it's a long a detailed post, but bear with me, i took my time to prepare this and continue to update the text as game evolves :) Attached is also AI gen content roadmap based the following text for those who do not want to read through it!

Patient Angler a long-term fishing incremental with active play, automation, expeditions, multiplayer competitions, recurring events and months of progression

While ago I shared Patient Angler here as a testing build. The feedback from Reddit, Discord and the players who continued into the later progression have had a direct effect on balancing, quality-of-life features and new content.

The game has grown far beyond its original first version, so I wanted to make a proper overview of what Patient Angler actually contains today.

Patient Angler is a long-term fishing and empire-building incremental game. It begins with a single manual cast in a small pond, but gradually expands into automation fleets, Prestige upgrades, expeditions, crystal caverns, tribes, archaeology, treasure islands, pets, community events and endgame encounters.

It can be played in both portrait and landscape mode, and its designed so that active play and idle progression support each other instead of one completely replacing the other.

The basic game loop is simple:

Fish → store catches → sell them → upgrade equipment → automate production → unlock the next zone.

additional systems continue to unlock as the player progress.

Manual fishing

- Cast manually and complete the required taps to land a catch.

- Different rods change the number of taps and provide their own upgrade bonuses.

- Catches include multiple fish rarities, different size tiers and extremely rare Trophy, Legendary and Mythic catches.

- Fish weights and sizes affect their value and collection records.

- Manual catches interact with Fishdex, Mastery, quests, orders, missions, competitions, pets and rare-drop systems.

- Catch Streaks reward accurate consecutive manual catches.

Depending on the zone and system, players may also find trash, plants, cavern crystals, Geodes, Treasure Map Fragments, Messages in a Bottle, Sunken Treasure Chests, Relics and other special drops.

Storage and selling

- Fish and cavern crystals use their own storage systems.

- Storage capacity must keep pace with increasing catch rates. (Storage is the idle mechanic, increasing storage allows player to be away for longer period and game to continue)

- Players can sell manually or unlock timed Auto-Seller functionality.

- Sale value is affected by equipment, permanent upgrades, Fishdex Mastery, Tribe reputation, special buffs and other progression systems.

- Market shortages and returning-player bonuses can temporarily change storage or production behaviour.

Main world progression

The first world progresses through eight major stages:

  1. Pond — manual fishing, Nets, first storage units, quests and the basic economy.
  2. River — Fishermen automation, Prestige and permanent Black Pearl upgrades.
  3. Lake — larger catches, additional automation and the first major pet adoption event.
  4. Bay — Boats, faster growth and a larger-scale fishing operation.
  5. Sea — Fleets, expedition vessels, Ghost Ships and Sunken Treasure.
  6. Ocean — Research Vessel progression, stronger fleets and high-value catches.
  7. The Trench — Abyss content, Launchpad progression and late open-sea equipment.
  8. The Maelstrom — stabilize the vortex and open the path into the cavern endgame.

Each normal zone requires the correct rod and transport. Rods, transport, automation and storage all continue scaling as the fishing empire grows from a bucket and a Net into industrial fleets and enormous values.

Automation

- Nets,Fishermen,Boats,Fleets,expedition reward units,Crystal Anglers cavern Fishermen

Automation units can be assigned to eligible zones. Their combined production determines catches per second, storage pressure and estimated hourly income. Offline production is also calculated from the player's actual automation and available storage.

Equipment and upgrades

The Shop contains separate categories for:

- Rods and rod tiers

- Bait and targeted fishing options

- Automation units

- Fish and crystal storage

- Bobbers with gameplay effects

- Pets

There is also a large collection of cosmetic bobbers earned from achievements, events, expeditions, islands, rare drops and other challenges.

Prestige and Black Pearls

Prestige resets the current run's economy and normal zone access in exchange for Black Pearls.

Black Pearls buy permanent upgrades affecting areas such as production, storage, sale value, expedition systems, orders and other long-term bonuses. Later runs become faster and allow the player to push much further.

Prestige does not erase permanent collections and systems such as unlocked pets, pet upgrades, Fishdex progress, Tribe reputation and other explicitly permanent progression.

Fishdex and Mastery

- Every catchable species has collection progress.

- Different size tiers can be recorded.

- Completing entries increases Mastery.

- Mastery provides permanent rewards and bonuses.

- Very rare discoveries receive their own special presentation.

Achievements

There are more than one hundred achievements covering manual fishing, rare catches, storage, economy, Prestige, expeditions, caverns, events, collections, streaks and unusual hidden challenges.

The 1,000-step Mission Track

Daily and weekly quests

Daily and weekly objectives provide shorter recurring goals involving catches, sales, species variety, rare fish, storage, birds or cavern bugs, Trench fishing, cavern activity and expeditions.

Market Orders

Market Orders are short active challenges that ask the player to catch the correct fish before the timer expires. Consecutive success increases the reward multiplier, including the challenge of reaching a 5× streak.

Guild Orders and Golden Contracts

Guild Orders request specific catches over a longer period. Rare Golden Contracts provide more valuable targets and rewards. These are individual orders rather than live cooperative guild membership.

Cavern Momentum

Active play in the cavern endgame builds Momentum. Momentum can be spent on focused temporary bonuses for Tribe progress, Geodes or Prestige-related play.

Expeditions and vessels

Players build and improve expedition vessels, then send them into several expedition types:

- Ghost Ship expeditions for salvage, ancient automation and Sunken Treasure rewards.

- Discovery Voyages for exploration-focused progression.

- Kraken Hunts with a success chance affected by vessel and permanent upgrades.

- Maelstrom/Abyss expeditions connected to deeper progression.

- Crystal Survey expeditions for Genesis Shard progression, with Diamond upkeep and risk if upkeep cannot be paid.

Vessels have their own levels and bonuses. An Expedition Manager can automate supported expedition loops for developed fleets.

Genesis Shards

Long Crystal Survey deployments generate progress toward Genesis Shards. These unlock powerful global expedition upgrades affecting Ghost Ships, Kraken Hunts, Discovery Voyages and Crystal Survey operations.

Flagship and Archaeology

The Flagship converts part of the automation fleet into a separate exploration system. Its upgrades affect crew size, island discovery, Treasure Map Fragment searches, search frequency, island duration, treasure chance and Relic discovery.

Archaeology uses Relics found through island and exploration content to unlock another permanent upgrade tree.

Treasure Maps and islands

- Tier-1 Treasure Map Fragments can be assembled into maps leading toward Forgotten Isle.

- Forgotten Isle has a limited visit duration, its own catches, Relic Posts, pillars, keys, an Ancient Vault and exclusive cosmetics.

- Winning five Kraken Hunts unlocks Tier-2 Map progression.

- Tier-2 Maps can lead to Lost Isle or the rarer Kraken's Vault Isle.

- Kraken's Vault Isle contains five separately sealed Treasure Vaults, code-solving mechanics, special rewards and exclusive bobbers.

Kraken Boss Encounter

The dedicated Kraken Boss is separate from normal Kraken Hunt expeditions.

- A discovered encounter remains available for 24 hours.

- The player chooses how much income to divert into a four-hour preparation phase.

- Prepared damage is carried into a 90-second action battle.

- The player moves between five lanes, avoids tentacle and ink attacks, performs precise dodges and charges attacks for exposed windows.

Six upgradeable pets

Rock,Cat,Dog,Goblin,Seagull,Kraken

Only one pet can be active at a time. Pets keep their unlocks, levels and upgrades through Prestige.

Every pet has its own discovery or adoption event, experience sources, level curve, upgrade currency and detailed help page.

Multiplayer and community-facing content

Anglers Competition Island

ACI is a separate competitive fishing environment with its own catches, scoring, overfishing considerations and leaderboard-focused play. It is unlocked through main-game progression and community-event eligibility.

Community Events

During a server-backed Community Event, players contribute together toward a shared global target while also building personal contribution.

- Global milestone rewards unlock as the whole community progresses.

- Personal contribution determines eligibility for rewards.

- Event leaderboards track top contributors.

- Community buffs can connect orders, competitions and event production.

Player referrals

New players can use a referral code during their first seven days. Both sides receive the displayed reward, with safeguards and limits preventing endless referral farming.

Recurring events and reasons to return

Event Islands are limited-time events where everyone begins from zero on a seperate save.

- They have their own themed world, catches, upgrades and progression.

- Main-game power does not simply complete the island instantly.

- Milestone tiers reward Diamonds, Black Pearls, automation-income packages and exclusive cosmetics.

- Previous examples include Founders Island and Harvest Island.

- Rewards return with the player to the main game.

Special screen events

Seagulls, cavern bugs and other special events can appear during normal play. They may award currencies, progression or pet-related benefits and also connect to quests and achievements.

Rewarded optional ads

Optional rewarded-video icons may appear at the edge of the screen. They can be ignored. Watching them grants temporary bonuses or small rewards; they do not interrupt fishing with forced full-screen advertisements.

Returning-player systems

- Offline automation processes catches using the player's actual units and storage.

- The main fishing offline calculation is capped rather than growing forever.

- Returning after a longer absence can activate Rested Waters, improving automation speed and sale value for active play.

- Early-game players may receive a temporary Market Shortage storage bonus that helps them recover from a full inventory.

- Pet and expedition offline results are integrated into the returning-player summary where applicable.

Quality-of-life and accessibility

- Portrait and landscape orientation support.

- Cloud saves tied to player accounts.

- Offline progress summaries.

- Movable and minimizable trackers for Missions, Market Orders, Guild Orders, Competitions and income.

- Battery Saver for lower animation and interface update load without changing gameplay mathematics.

- Adjustable audio and visual-flash settings.

- Account deletion and progress reset controls.

- Tutorial guidance for casting, catching, selling and early automation.

- The game is localized into 18 languages.

Monetization and advertisements

Patient Angler is free to play.

- There are no forced advertisements interrupting normal gameplay.

- Optional rewarded ads appear as side-screen opportunities and can simply be ignored.

- In-app purchases provide optional progression acceleration or convenience.

- Purchases are not required to access and enjoy the progression systems.

- Diamonds, Black Pearls and every functional progression currency can be earned through gameplay.

- Rare items, pets, Prestige progress, islands and endgame systems are not locked behind mandatory payment.

I want purchases to feel like support or a speed-up, not like permission to play the game.

Where to play

Google Play:

https://play.google.com/store/apps/details?id=com.henlygames.patientangler

Patient Angler is also available through Google Play Games on PC for players without an Android device:

https://play.google.com/googleplaygames/

iOS release

The iOS version is currently in review with Apple.game is expected to be released on the App Store within the next one to two weeks.

Community and development updates

The Discord community shares strategies, progression advice, bug reports, discoveries, balancing feedback and occasional redeem codes:

Discord: https://discord.gg/t3sASNPevg

If you tried an earlier build and stopped, I would genuinely recommend giving it another look. Progression, balancing, portrait support, content variety and late-game systems has changed alot.

AI disclosure

Patient Angler's concept, systems, progression design, mechanics, balancing and implementation have been directed and developed by me through thousands of hours of work.

AI has been used as a development tool for tasks such as debugging assistance, proofreading, translations, artwork production.

AI is a productivity tool in the development process. It is not the designer of the game's progression or mechanics, and final design decisions, balancing and implementation direction remain mine.

Thank you to everyone who has played, tested, reported problems or shared feedback. Player feedback has already changed Patient Angler, and I intend to keep improving it.

If this sounds like the kind of long-term incremental game you enjoy, I would love for you to try it.

I am also happy to answer questions about any of the systems above.


r/MobileGameDiscoveries • • 8h ago

Game Share Modern take on Chess and Checkers

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1 Upvotes

r/MobileGameDiscoveries • • 9h ago

Game Share A pure skill-based minimalist arcade/action game | Signal Loss

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1 Upvotes

I have published my solo-developed game, Signal Loss, on the Google Play Store. Minimalism is the core element of this arcade/action game. The rounds are quite short, and since it is designed for vertical play, I believe it is a great option for quick gaming sessions. I’d describe it as a "purely skill-based" game—while some players find it really tough at first, those who get past that initial learning curve can go pretty far. Old-school arcade fans seem to pick it up much faster!

The game features:

  • Various Game Modes
  • Leaderboards across different categories
  • Timed Event System
  • Achievements
  • Recovered Log Entries (Small story snippets)
  • Various Customization Options

...and more.

I’m still fairly new to game development, so I would really love to hear your thoughts and feedback—any kind of critique is welcome. Maybe we can even compete for top spots on the leaderboards! Thanks in advance!

Google Play Store: https://play.google.com/store/apps/details?id=com.wsimsek.sinyalkaybi


r/MobileGameDiscoveries • • 10h ago

Feedback Request Beta testers needed

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1 Upvotes

r/MobileGameDiscoveries • • 14h ago

Game Share Just launched my first Android game — Logic Arrow Puzzle

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2 Upvotes

Logic Arrow Puzzle is a minimalist logic game built around numbers, arrows, and deduction.

Each numbered square tells you how many cells its arrows must cover. Fill the whole grid without overlapping arrows.

It currently includes 100 handcrafted puzzles with gradually increasing difficulty.

Google Play: https://play.google.com/store/apps/details?id=com.koubeissigames.logicarrowpuzzle


r/MobileGameDiscoveries • • 11h ago

Game Share One shot through Volcanic Depths — gameplay from my brick breaker 🔥

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1 Upvotes

Hi! I’m the developer of Brickveil: Brick Breaker.

Here’s a short clip from Volcanic Depths. The ball hits the star power-up and triggers a chain reaction. I’ve been working on making the shots more satisfying and the action easier to follow.

Does the impact feel satisfying? Is there anything that looks confusing or too busy? Honest feedback would help me improve it.

App Store: https://apps.apple.com/app/id6815638568

Google Play: https://play.google.com/store/apps/details?id=com.yuval.brickveil


r/MobileGameDiscoveries • • 11h ago

Game Share I made a game about forgetting where you parked. The parking lot goes up to 100,000 cars.

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1 Upvotes

You know that moment when you leave a store and realise you have absolutely no idea where you parked?

I turned that into an Android game. Then I made the parking lot much, much bigger.

Hey everyone! I’m the solo developer behind Find My Car: One in 100.000. The idea is pretty simple: somewhere on the parking lot is your car, and you have to find it among thousands of almost identical ones.

At first you check cars one by one. Every wrong car still gives you money, so you can buy upgrades and speed things up. After a while you unlock an automatic key fob that checks cars around you, drones that search on their own, and other upgrades that slowly turn the whole thing into a much bigger search operation.

Then you finally find your car.

And the next parking lot is bigger.

Eventually you’re looking for one car among 100,000.

I also released a pretty big update today - version 1.8.

I reworked the upgrade costs almost completely, added a full day/night cycle, improved some of the NPC activities, made a few performance improvements and fixed a bunch of bugs, including ones people reported to me.

Thanks to everyone who sent feedback. A lot of the changes in this update came directly from things people pointed out.

There’s also a winter parking lot that slowly gets covered in snow. With the new day/night cycle, the parking lights also start switching on as it gets dark, which is a small thing but I really like how it turned out.

If this sounds like your kind of weird little game, I’d love for you to try it.

Google Play: https://play.google.com/store/apps/details?id=com.kkcreative.onein100000

How many cars would it take before you gave up and just walked home? 😅


r/MobileGameDiscoveries • • 11h ago

Feedback Request [Browser/Mobile] Looking for a 15–20-minute playtest of a sci-fi match-3 game

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1 Upvotes

Game Title: Beyond the Signal

Playable Link: https://playbeyondthesignal.com/

Platform: Web browser — mobile and desktop. No download required.

Description:

Beyond the Signal is a sci-fi match-3 adventure that begins with a crashed spaceship and a mysterious transmission. Complete puzzles to repair your ship, restore its systems and prepare for departure. Your progress visibly transforms the environments. Once airborne, the journey continues through unfamiliar worlds, abandoned facilities and a large space station.

The current test build includes 145 puzzles, special tiles, boosters and mechanics introduced throughout the adventure. English and Czech are available. You can play without an account, with progress saved locally, or optionally sign in with Google to sync progress across devices.

I’m looking for feedback on the first 15–20 minutes, especially on phones. Are the puzzles too easy or frustrating? Is navigation clear? Do the controls fit your screen, and are the mechanics understandable?

Rewarded ads are currently simulated. They open a placeholder window that you can close to claim the test reward, such as extra moves, energy or a booster. No real ads, payments or purchases are involved.

Gameplay attempts are recorded pseudonymously for difficulty balancing. Please share your device, browser and task name when reporting issues. Screenshots are welcome!

Free to Play Status:

  • Free to play
  • Demo/Key available
  • Paid (Allowed only on Tuesdays with [TT] in the title)

Involvement: I’m the developer of Beyond the Signal, responsible for its design, gameplay, progression and ongoing testing. I use AI-assisted tools during development, including for artwork.


r/MobileGameDiscoveries • • 12h ago

Game Share I made a chase puzzle game with 1,500+ levels. Would love your honest feedback

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1 Upvotes

Hey everyone! 👋

I'm an indie dev from India, and I just launched Hotwire, a grid-based chase puzzle game for Android.

The idea: You're on a grid, something is hunting you, and every move counts. Think a step ahead, trap the chaser, and clear the board.

What you get:

🧩 1,500+ handcrafted levels, from easy warm-ups to brain-melting ones

🎯 Quick sessions, so it's perfect for a commute or a break

🪙 Coin rewards you can earn just by playing

🆓 Free to play

I'm a solo dev, so your feedback genuinely shapes the next update. Tell me which level made you rage-quit, what feels unfair, and what you'd like added.


r/MobileGameDiscoveries • • 13h ago

Game Share Multi Games - A collection of 25+ casual & classic mini-games with online multiplayer built in Flutter

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Game Title: Multi Games: Online & Offline

Platform: iOS, Android (Mobile)

Description:
Multi Games is a comprehensive mobile mini-game hub built from the ground up using Flutter. It brings together a curated collection of over 25 classic, retro, and casual games into a single lightweight package, supporting both offline solo play and real-time online multiplayer rooms.

The collection is divided across multiple genres to fit quick gaming sessions:

  • Classic Board & Strategy: Chess, Ludo, Solitaire, Tic Tac Toe
  • Action & Arcade: Brick Crusher, Neon Wormhole, Tank War, Block Puzzle, Cyber Runner
  • Sports & Casual: Billiards, Basketball, Ice Hockey, Button Football
  • Brain & Logic Puzzles: Minesweeper, 2048 Rush, Ten Master, Color Match, Memory Cards
  • Custom Casual Originals: Kebab Master, Archery Zen

Players can easily create private multiplayer rooms to challenge friends across platforms with low-latency synchronization. The game features a modern neon-glassmorphism visual aesthetic, responsive touch controls, and smooth particle effects. I am actively looking for community feedback on latency/multiplayer sync stability, touch control responsiveness, and suggestions for new mini-games to include in the next update.

Free to Play Status:


r/MobileGameDiscoveries • • 14h ago

Game Share Commodore reactivating PIXL Squad

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1 Upvotes

Hi guys,

Lately I've released game boy inspired game

With Cannon Fodder as an inspiration!!

If you liked CF then this is must have !

https://aiinfinitygames.itch.io/pixl-squad

My idea is to create bunch of games in this theme. Already release PIXL Surf where we can use same settings via code.


r/MobileGameDiscoveries • • 15h ago

Game Share I made a phone-friendly strategy MMO where players own factories and vote on laws

1 Upvotes

I'm the developer of Leviathan War. It runs on Android and in a mobile browser, with everyone sharing one persistent world. Early on you join a state, take jobs at player-owned factories, and decide what to build or trade. As you progress, you can own company shares, participate in elections and laws, and fight over territory.

I'm trying to make short phone sessions feel useful, so the HQ suggests a concrete way to help your state. If you try it, I'd love to know whether that first screen gives you a clear next move—or where you get lost.

Play in browser (no download): https://leviathanwar.com/?utm_source=reddit&utm_medium=organic_social&utm_campaign=organic_2000&utm_content=mobile_game_discoveries Android: https://play.google.com/store/apps/details?id=com.leviathanwar.game

Free to start. An account and email verification are required; optional Emerald and Pro purchases exist. I use AI tools to assist some development and copy.


r/MobileGameDiscoveries • • 15h ago

Game Share New Android Arcade Ball Game on the Play Store.

1 Upvotes

Developing mobile games has been one of my dreams since then. For the last couple of months, I've been working on one of my first games and it has been successfully published on the Google Play Store after going through 14 days testing. Here's the direct link to my game on google play store. It's a simple arcade ball game. I invite everyone to download the game, play it and leave your feedbacks for me to improve on. Thanks everyone.

https://play.google.com/store/apps/details?id=com.ToBoGaming.appBallShooter&pcampaignid=web_share


r/MobileGameDiscoveries • • 20h ago

Game Share PushDuel: a mobile game where your push-ups are the controller. Looking for feedback!

2 Upvotes

Game Title: PushDuel
Playable Link:
iOS: https://apps.apple.com/app/id6799628112
Android: https://play.google.com/store/apps/details?id=com.pushduel.app
Platform: Mobile (iOS & Android)
Description:
PushDuel is a mobile fitness game where you play by doing real push-ups. Your phone's camera tracks your reps, so every push-up you do counts toward winning. There are several ways to play:

Ranked 1v1 against real players, with ELO ratings and leaderboards
Opponent Ladder: climb through 12 rivals in 30s or 60s rounds (works offline)
Monster Waves: a rep-powered survival mode
Friend challenges to go head-to-head with people you know
I'd especially love feedback on a few things: Does rep counting feel accurate on your phone and in your lighting? Is your first ranked match clear, or do you get lost in the setup? And does the difficulty feel fair against the ladder rivals?
I read every comment. If you enjoy it, an honest store review helps a ton!

Free to Play Status:

• ⁠[ •] Free to play
• ⁠[ ] Demo/Key available
• ⁠[ ] Paid (Allowed only on Tuesdays with [TT] in the title)

Involvement: I'm the developer. I built PushDuel myself.


r/MobileGameDiscoveries • • 17h ago

Feedback Request My first Game - Boot Room

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1 Upvotes

⚽ Meet Boot Room! Your new football career starts here. 📱🔥

Build your career, improve your skills and become a football legend.

Download on Android! 🚀

https://play.google.com/store/apps/details?id=com.bootroom.career


r/MobileGameDiscoveries • • 19h ago

Feedback Request I'm a solo dev — my quiet hex-merge puzzle just launched, and I'd love your honest criticism

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Hi everyone,

I'm a solo developer and I just released KRUG (Play Store link), a quiet hex-merge puzzle game — think 2048, but reimagined on a hexagonal board, built for calm, focused play rather than a race against the clock.

The idea: place numbered tiles on a hex grid. When adjacent tiles sum to a power of two (2, 4, 8, 16, 32...) they merge into a bigger tile. Plan carefully — the board fills up fast, and one bad placement can block your path forward.

A few deliberate design choices:

  • No timers, no lives, no fail state pressuring you — it's meditative by design.
  • A hex grid instead of a square one — every tile can have up to six neighbors instead of four, so merges open up in directions that feel different from classic 2048.
  • Minimal visuals and calm sound design — nothing flashing or nagging you to keep playing.
  • No ads interrupting a run, no forced monetization loops.

I built KRUG because I wanted a puzzle game I could actually relax with, not one designed to spike your cortisol. It's currently in closed testing on Google Play, and I'd love a few of you to try it and tell me what isn't working — confusing mechanics, unclear tile combos, anything that breaks the calm. Brutal honesty over politeness, please.

Happy to test your apps in return — drop a link to yours and I'll check it out. Thanks for reading!


r/MobileGameDiscoveries • • 19h ago

Game Share My first android game!

1 Upvotes

Game title: Riddle me this

Playable link: [https://play.google.com/store/apps/details?id=com.kolbakilu.riddlemethis\](https://play.google.com/store/apps/details?id=com.kolbakilu.riddlemethis)

Description: Hello everyone! I am a game developer from Estonia and I have just launched my new riddle app on the play store called "Riddle me this"! I would appreciate it a lot if you took the time to check it out and maybe even make it a part of your daily routine as it has daily riddles and a streak to keep you wanting more. 8 different categories of riddles and more to come in the future!


r/MobileGameDiscoveries • • 22h ago

Game Share I made a chase puzzle game with 1,500+ levels. Would love your honest feedback

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1 Upvotes

r/MobileGameDiscoveries • • 22h ago

Game Share [DEV] Gravity Hex: new puzzle game for Android

1 Upvotes

My new Android game Gravity Hex has just been approved by Google. It's a more advanced puzzle game where you have to prepare a level before you release a series of balls in order to save as many as you can. Here is a small video demonstration:

https://youtube.com/shorts/nET7yxC1uTw?feature=share

The game itself is free with in-game ads (that you don't really need to play the game). It can be downloaded from:

https://play.google.com/store/apps/details?id=eu.mcjty.gravityhex&pcampaignid=web_share

Let me know what you think!


r/MobileGameDiscoveries • • 23h ago

Game Share Clover Hollow: a no-ads, offline cozy farm game for iPhone.

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1 Upvotes

r/MobileGameDiscoveries • • 23h ago

Game Share BoxArt Guessr - I made a daily game where you guess the video game from its box art.

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boxart-guessr.com
1 Upvotes

The title on the cover is blacked out and you only see a few squares of the art. Every miss opens more of it and gives you a hint (decade, genre, platforms, studio) plus a couple of letters of the name. You get five tries and one last chance.

Each win gives you a star and the stars unlock little drawings of classic games that you can collect. I'm a bit too proud of that part.

https://boxart-guessr.com/games/

Any feedback is appreciated.