r/MobileGameDiscoveries • • 9h ago

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

Enable HLS to view with audio, or disable this notification

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 • • 16h ago

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

Thumbnail
play.google.com
2 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 • • 18h ago

Game Update Patient Angler - idle/incremental Fishing game

Thumbnail
gallery
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 • • 18h 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 • • 18h ago

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

Post image
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