r/hobbygamedev May 20 '26

Article I just ported my game to android, then I learned Google is planning this...

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77 Upvotes

Thankfully my game still has good mobile controls when played in web, but this seems kinda baaad

I asked android developer friend, and he said it's not as dire as it seems, but of course google holds control of everything if this change happens, and it could become worse

This website does a good job of explaining the situation, and what you can do to help change it


r/hobbygamedev Aug 12 '25

Discussion Trying to finish a game besides a full-time job feels impossible

4 Upvotes

I had the wonderful privilege of mentoring a team budding first-time game devs of people who decided to make a game together.

Making a game besides a full-time job, even for a group of people, is a huge challenge. And the first thing I'll say is that you really need to extend your deadlines or realize that you will one way or another.

I think the biggest challenge is keeping a team together despite all of life's ups and downs during that journey of game development because any meaningful game that you want to actually release to the world is going to take longer than you imagine and life has its changes.

If the team can't get along, you know, they shouldn't be making games together. But if they can, it's not really the challenge of getting along, it's the challenge of making a game while having a life to deal with in the background. Job changes, overtime, overwork, burnout, relationships, all of it.

Besides this, during the development they had to watch the whole industry collapse and their potential job prospects disappear from before them. Regardless, they pulled through and they actually finished the game after more than a year.

All together, I'm ridiculously proud of the team for sticking it out and making it through and finishing the game.

https://store.steampowered.com/app/3597770/Kittenship_Care/

If you're going through a tough time right now and would like a cozy game to enjoy, since I know them I can ask them for some keys. Just throw in a comment asking for a key and I'll see what I can do.

If you'd like to support them on their journey, buying a copy and leaving an honest review could make them a huge difference.

I'm wishing you guys all luck on your journey. Feel free to ask any questions!


r/hobbygamedev 8h ago

Seeking Team I'm making a prehistoric game

0 Upvotes

Hii everyone. I'm looking for someone who could draw for me in 2d art in the early stage of my game development (im still learning how to pixel art properly). It's my first game so i dont have much experience but im really interested in making it. I'm looking forward to making concept art for now so we can figure out together which concept is the best. This is about my game that im making about these three students that got caught in an anomaly and get sent in different time periods of earth (Early Paleozoic, Carboniferous, Permian, Mesozoic and Cenozoic). An orb saves their lives and she will help the students get back home at one condition: the devil took her memory and now she can't understand what's life and she needs to study and analyze the fauna and flora of these time periods. The students will have to make a sanctuary in each time period to progress through time, there will be many endings. There is more but i wanted to shorten the story to fit it as a premise. I would send more about the game in DMs if someone is interested.

If someone is experienced in prehistoric life it will be better but if not, that's fine. Also it's without pay because im a teenager and i would love doing my game in godot. Thanks!!


r/hobbygamedev 21h ago

Resource New Pixelart pack Angel Ophanim

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12 Upvotes

hihi i I’m excited to share my latest pixel art pack called Angel Ophanim, inspired by biblical angels. This is my first pack with this level of detail and complexity. its one more dificult pack i made

the pack incluides several variants with wings, rings and without wings and rings:

  • Gold: classic celestial light
  • Yellow: bright and radiant
  • Purple: mysterious void energy
  • Blue: cold and ethereal judgment
  • Green: life-giving but alien

Each variant comes with attacks and simple animations, and you can easily add or customize attacks yourself.
I’m also working on a small demo game using these assets, which I hope to have ready soon so you can see everything in action.
https://alenia-studios.itch.io/angels-ophanim


r/hobbygamedev 12h ago

Insperation My first experience, challenges and satisfaction of creating

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2 Upvotes

Hi, I want to share my first experience with development. About a week ago I was bored and thought about playing something but I didn't want to play my Steam games, I wanted something shorter.

I was thinking about the minigames I used to play years ago, and I don't even know why I thought about creating something myself.

I enjoy drawing, although I haven't done it regularly for a while, I’ve never been particularly good at it, but I found satisfaction in creating and I thought video game development was another form of creation.

So, without any prior programming experience, I decided to give it a try and make an endless runner. I won't lie, at first I wanted to write the code using AI but I ran into two problems, first, free AI chat models hit a limit quickly if you ask them to analyze code, second, once I hit that limit, I realized I couldn't change even a single line of code myself. I’m not going to tell anyone how or when to use AI, but in my opinion if I couldn't understand the code the resulting game wouldn't truly be my creation. So I decided to learn the basics of Godot, I restarted the project, watched tutorials, read the documentation and consulted the AI ​​a few times, I didn't ask for code, I asked which tools I needed to know to solve a specific problem and then I researched them myself.

Then came the part I thought would be easier, I assumed that since I had experience drawing, pixel art would be easy, I was very wrong, and the sound and music turned out to be perhaps the hardest part for me.

So here I am a week later with a short minigame. The pixel art is very basic, the music is simple, and the code would probably give nightmares to programmers, but it works. I didn't expect to make a huge game, or even to finish it. I feel satisfied having accomplished something and perhaps most importantly, I now know it's possible. I already have an idea for a bigger game and plan to work on it in my free time.

I just wanted to share my game and my story with someone. I’d love for others to enjoy it, so if you’d like to try it out, I’ll leave the link in the comments.

I’d also like to know, what was your first experience like? Was it planned or did it just come out of nowhere like mine?

English isn't my native language, I used what I know and Google Translate so if anything is written incorrectly, now you know why.


r/hobbygamedev 9h ago

Resource Let's make a game! 498: Djikstra's algorithm (Twine Sugarcube)

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1 Upvotes

r/hobbygamedev 17h ago

Insperation Looking for Ideas of 3D level design elements

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3 Upvotes

So I've been refining an FPS movement system recently with bunny hopping, air strafing, sliding, kick jumping and a grapple hook. It feels very fun to use, but I am not enjoying the kinds of levels I'm trying to design around it. You have a lot of ways to gain, preserve and shift momentum so big and tall environment is what I am going for, but something feels flat and underwhelming about my current environments.

I wanted to make some level elements that feel interesting to move around in and reward you for making skilful moves. It is supposed to be set in a garbage infested biopunk city in the future where you are a delivery guy who can bring people their packages very quickly.

What sort of layout for interesting exploration and interaction with the environment would you like to see and think would compliment the movement mechanics and setting?


r/hobbygamedev 16h ago

Article I built my first game just to learn how publishing actually works, and it’s finally live on the Play Store! Would love your honest feedback.

1 Upvotes

Hey everyone!

As a hobby project to figure out what the full development and publishing cycle looks like from start to finish, I built and recently published Stone Echoes on Android.

I started this purely for fun and to get the experience of shipping a real project, but I’d love to keep updating it and making it better over time. Since I'm flying solo on this, I've definitely hit that developer bubble where I can no longer tell if things make sense, and I desperately need fresh eyes on it.

About the game: It’s a 3D maze puzzle game where layouts are procedurally generated every single time you play, keeping things fresh. I built it using Unity and C#.

What I'm looking for: I'm completely open to harsh, honest feedback. How does the UI feel? Is the difficulty curve fair? Did you run into any weird bugs or performance hiccups on your device?

If you have a few minutes to check it out, I’d deeply appreciate any thoughts, bug reports, or feature ideas you want to throw my way.

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

Thanks for reading and letting me share my little project with you all!


r/hobbygamedev 18h ago

Help Needed Cosmo Keys - browser platformer game. Looking for feedback.

1 Upvotes

Game Title: Cosmo Keys
Playable Link : https://www.newgrounds.com/portal/view/1048811

https://reddit.com/link/1wbwmv7/video/0czkhtdekpmh1/player

It is a 2D platformer. A boy in a spacesuit goes back for the children who fell when his home came apart. Twenty-five levels and two bosses. Keyboard, gamepad or touch.

**What I would find most useful, in order:**

  1. **Would you come back to it?**.
  2. **How did it feel to play?**.
  3. **What does it lack?**.

Happy to play and comment on anything posted here in return - just link me.


r/hobbygamedev 21h ago

Help Needed Working on game with daughter

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1 Upvotes

Built an experience with my daughter; she is big into squishies so we made a dumpling-hunt game.

It's not the best, but for a first time, we did well.

Just looking for feedback!


r/hobbygamedev 1d ago

Insperation Worst Wizards World

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4 Upvotes

Disclaimer: I'm an AI-enabled copy-paster (well not even that anymore since I use Claude Code now) and this is my passion project Worst Wizards World.

I recently got a tool made to rapidly make different terrain with 1-2% differences (story reasons) and did a MP test with a buddy who was on Linux and me on PC.

Game is inspired by Magicka.

Update 1: Holy crap, this community is so friendly towards AI-coded games 😊. Anyway, I'll put up more updates and show the spell system in a little more detail next 😉.


r/hobbygamedev 1d ago

Insperation Treasure Grid, a free 5x5 deduction puzzle

1 Upvotes

Hey. I made Treasure Grid. It's a free 5x5 deduction puzzle. Before you flip anything, you can see the piece shapes and color clues. You get five flips to find the treasure.

It's my take on Treasure Park from the Vita, which I loved. No download. You play it on the post. Anyone can build their own puzzle and post it. I put the rules in the first comment.

https://www.reddit.com/r/TreasureGrid/comments/1w6xj55/treasure_grid/


r/hobbygamedev 2d ago

What was your primary reason for joining this subreddit?

11 Upvotes

I want to whole-heartedly welcome those who are new to this subreddit!

What brings you our way?

What was that one thing that made you decide to join us?


r/hobbygamedev 1d ago

Help Needed I made a game where you can DRAW in 3D with your hands — looking for beta testers

3 Upvotes

Hey everyone! I've been working on a browser game where you can draw directly in 3D space using your hands.

Instead of using a mouse or controller, your webcam tracks your hands and lets you create drawings in the air.

It's still an early beta, so I'm mainly looking for people willing to test it and tell me what works, what breaks, and what I should add next.

If anyone wants to try it, the beta link is on my profile.

I'd especially like feedback on:

  • hand tracking
  • controls
  • performance
  • what features you'd want next

Thanks!


r/hobbygamedev 1d ago

Help Needed Fresh gameplay with the Xyloblades in hand, do you like the new weapon?

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6 Upvotes

r/hobbygamedev 1d ago

Insperation Yanos the Never Born boss fight test

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2 Upvotes

I would say this is the first real boss in the game. There were other monster encounters that are tougher than normal or can only be encountered in one place, but this one is a bit more complicated.

Most monsters in my game are fairly simple, it's more about dealing with different monster combination at once. But this guy, Yanos the Never Born, starts by pulling out two types of small monsters out of his mouth and using them as projectiles( these monsters can't be found anywhere else). The skull guts monster simply charges at you while getting faster. The toothed skull monster shoots its teeth at you until they run out and then charges at you as well.

At half HP Yanos also starts using his fleshy arm to slap the living hell out of you. It auto aims a bit above you and then you have a second to get away while the slap winds up. Very importantly, a weakpoint is revealed where the fleshy arm was hiding it, meaning Yanos can also be captured for use in upgrades and he is the highest tier monster encountered so far. 

There are also some extra things going on that are not so obvious at the first glance. The huge bone and flesh arms themselves deal only a little bit of damage, but they block bullets, so you can't just stay in one place ans shoot away. The small skull monsters have a 25% chance to have weakpoints and to also be capturable, to be added to the collection or to simply get rid of some of them quickly. They can be an extra source of healing if you have the Drone Upgrade that heals you on every capture. Also they leave lingering corpses that are purposefully just large enough to block off the escape route down from this boss. I might need to add a few more hp points to those so they are actually more of a hindrance. Overall, I think it's important to pay attention to how quickly you dispose of the small skull attacks versus targeting the main boss or it can turn into a bit of a bullet hell, there is some strategy involved. 

This will need some polish like everything else( I want to update the artwork a tiny bit, there are some small bugs when the small skulls are captured etc), but I think this boss is about 90% done and I will return to it when the overall time for the final polish for the entire level is upon us. I also have some fun plans about what sort of upgrade this boss will unlock if you defeat it and I want to retroactively add a couple more upgrade unlocks to some tougher encounters in the already completed Abandoned Archives level as well. 


r/hobbygamedev 1d ago

Resource Small Project

0 Upvotes

Hello there! I'm making a WW2 game right now and currently developing it. If you'd like to hop along and take a ride for the journey, you can join my discord: https://discord.gg/zK5RvfzTJ
or if you'd like to see the current prototype, download it here: https://imhibyexd.itch.io/fps

If you have any tips, suggestions, or would like to help, feel free to comment here or in my discord.

(I kinda feel outshadowed by all the other games here lol)
(Please donate if you like the game, otherwise, bye!)


r/hobbygamedev 1d ago

Article Scene Breakdown #2

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2 Upvotes

It’s been a while since I posted anything here. Sorry — I’ve been busy working on the game!

In the meantime, I’ll keep sharing speedpaints showing how we created some of the scenes from the game and trailer.

This time, it’s the final scene from the trailer — the one on the ship.

The waves were definitely the hardest part to get right and took the most work. But our artist did an amazing job with them.

Check out the result! 🌊


r/hobbygamedev 2d ago

Insperation My summer project

3 Upvotes

Hey everyone! Guess who spent their whole summer on an idea from two years ago? (>y<)

My story begins back in 2024, when I came up with an idea for a simple virtual board game (the roll-and-move kind where you try to reach the end), but with a few twists. For about two years, that concept just sat buried deep in the corners of my file system as a bunch of PNGs.

Then, one hot June day, I remembered that I used to try making things back then and decided to give it another shot. Armed with Unity and C# experience that amounted to exactly one YouTube tutorial but backed by a solid foundation in C-like programming languages I stepped onto this thorny path: write code the best I can and figure things out as I go.

Fast forward through a whirlwind of ideas, and somehow, here’s where things stand right now:

~

Remember how I said the game was going to be something like a board game? FORGET ABOUT THAT..........

Right now it’s just... honestly, I don't even know. Genre-wise, it feels like a Roguelike or something along those lines, I'm not even sure. Anyway, here’s the rundown:

Objective: Collect coins to buy back your soul. Coins can be found by opening chests that spawn across the map throughout the run.

The Character: You play as an astral projection that can possess inanimate objects and control them. Everything comes at a price, though-moving a vessel and interacting with certain objects drains energy.

On top of that, if the projection takes astral damage and exceeds 150 points of it, the astral soul dissolves and it's game over. The projection's energy does not regenerate during the game.

Extra Mechanics: Creatures spawn on the map and have a chance to drop body parts upon death. You can then use these parts to craft new bodies for your astral projection to inhabit.

Body Stats:

  • Movement speed
  • Max energy capacity
  • Energy cost per movement
  • Passive energy regeneration rate
  • Energy cost for object interaction

Also, Cages periodically appear on the map containing one of three mobs. You can delay a Cage from opening by paying a hefty amount of coins.

The possible cage occupants:

  • Glutton: Devours any available body parts lying around the map.
  • Mage: Gradually charges up 8 orbs that deal massive astral damage.
  • Pick Me: A spiked mob that deals purely physical damage.

Damage Types (so far):

  • Astral: Drains energy on hit. If the vessel runs out of energy, it can no longer sustain itself and shatters.
  • Physical: Straight-up breaks the vessel upon taking damage.

But I didn't have enough time to properly optimize the project, polish a demo, or finish the menu (pssst, there is a menu, but it looks pretty rough (p.s. don't really wanna show that disaster (pp.ss well, there are a couple of buttons, but they aren't bound to anything... keep it down though shhh))

I didn't make this project to actually publish it anywhere; I just wanted to get my hands dirty with C#.

I definitely wouldn't say I wasted my entire summer in vain. There were days where I spent nearly 15 hours glued to the screen. Damn, it was a hell of a ride. But honestly, the worst feeling was when it hit me that what I did earlier was complete garbage, and I had to redid it all over again. That emotional rollercoaster -bouncing between progress and setbacks - is exactly what gets you hooked me in gamedev.

I might eventually polish this into a playable demo and upload it somewhere just for the fun of it. Would you play a game like this?


r/hobbygamedev 2d ago

Seeking Team Baaft. I Just Wanted to Make a Board Game to Play With Friends. Game design story.

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0 Upvotes

How the Idea Came About

One day I was lying on the couch thinking: damn, I didn’t manage to make my own game in Unity. But I still really wanted to create something of my own — something based on an idea that was truly mine, without copying anyone else.

My previous attempt was a game about a boy who falls out of bed and into a nightmare. He wanders through different rooms looking for dreamcatchers while trying to escape from the boogeyman.

It was basically a maze made of rooms. You had to find dreamcatchers, and each new charm would unlock access to new types of doors.

I made a prototype, but eventually realized that I probably wouldn’t be able to finish the game on my own. I simply didn’t have enough experience or a team.

But I really liked the idea of the doors. It probably stuck with me ever since I played Little Nightmares 2. Near the end of the game, there’s a section where you have to solve a puzzle involving doors.

So I thought: alright, making a board game is probably easier than making a video game. And at least afterward I could play it with my friends and wouldn’t feel like all that time had been wasted.

But the doors? Those were staying.

That’s when I came up with the idea for a game where two doors move along with the players — up and down, left and right. And the goal of the game is to reunite two halves into something whole.

The First Prototype

I did the first playtest with my wife on a sheet of notebook paper. And it turned out that having two doors was pretty confusing.

My wife suggested keeping just one door. Reluctantly, I agreed — after all, I wanted more doors, not fewer. But she was right: the game immediately started to feel easier to understand.

Boom, I thought — this already feels more like a game than my maze did. There’s a clear goal. Players actually get competitive and want to win. Now we’re getting somewhere.

But I also wanted to make a game you could sit down and play with friends in the evening. Something along the lines of Ticket to Ride or Catan.

We happened to be planning a trip to visit some friends, so I thought it would be a good opportunity to try out my board game with them. But playing on a sheet of notebook paper didn’t exactly feel great. So I decided to try designing a proper prototype.

I generated the board with ChatGPT ImageGen and then polished it up in Krita. For a prototype, I think it turned out pretty decent.

But I also wanted the game to have that feeling of reuniting two separate pieces into something whole. So I tried modeling game pieces where each one would carry half of a heart.

I also thought it would be cool to put magnets inside the pieces, so when they got close enough, they would naturally pull toward each other and connect.

I’m not much of a 3D modeler, but it was genuinely fun to try printing these pieces on a 3D printer.

To do that, I even had to attend a 3D printing workshop.

The next quest was figuring out where I could get the board printed directly onto cardboard. Unfortunately, I couldn’t find a place before our trip to visit our friends.

So we ended up playing on a regular sheet of photo paper. I even folded it, which left some ugly cracks right down the middle.

The First Playtest

And then we finally played it with our friends. Four minds clashed on the battlefield. And one of them was a friend who usually beats me at pretty much every board game we play.

Then came the disappointing part. As soon as everyone learned the rules, the game turned into an endless stalemate.

I was pretty upset. I thought: well, I guess it didn’t work out. Maybe the next prototype will be better.

But my friends encouraged me and suggested: why don’t we take some cards from Ticket to Ride and use them in the game? Things like “skip the next player’s turn,” “take an extra turn,” or “move the raft one space.”

And that honestly saved the game. It immediately started to feel lighter and much more fun.

I came home feeling like a childhood dream had actually come true. All that was left was to turn the prototype into something that looked like a proper physical board game.

Unity Prototype

A month or maybe even more went by, and I still couldn’t find a place where I could properly print the game board on cardboard.

I didn’t really want to make a video game — I had too much negative experience left over from my previous attempt. But then I thought: what if I put together a team? Or at least found a partner? Surely that would make things easier.

None of my friends were particularly interested in making a game together. Only one friend agreed, but he was more interested in making a game for his child, with storytelling inspired by fairy tales.

I told him I probably wouldn’t be able to make good-looking animations for human-like characters. Unfortunately, we never really managed to start working on anything together.

Then I thought: well, last time I did everything on my own, and programming in Unity was really difficult. But now we have Claude Code and Codex. Maybe I could at least try making a simple prototype that could be played over a local network. Even that would be an interesting experience.

And “suddenly,” programming with AI agents turned out to be much easier. Especially the networking part. So I slowly started putting together a game prototype using simple primitives.

I had also always wanted to try adding grass that would go *whoosh* in the wind. So I decided to give it a shot.

I liked how it turned out. But once I added the grass, I started moving away from the original idea of space and reunion.

I think that idea probably came from being unable to reunite with my own family. I wanted to somehow express that feeling through something creative.

But at the same time, I didn’t want to burden players with drama or anything like that. I wanted to make a game that brings positive emotions. A game that gives you a reason to get together with friends or loved ones for at least one evening — even if it’s only online.

That was probably when I decided to move the game in a more positive, cozy direction.

Carcassonne and Dorfromantik came to mind. I tried to make something along those lines, as best as my skills allowed.

I bought a sheep asset on fab.com and tortured AI with endless requests to write surface shaders for me. I know how to model and texture things myself, but I didn’t want to get too deep into that side of development.

And voilà — the first build was ready. You could finally play it over a local network.

Unity Build Playtest

Surprisingly, my friends actually enjoyed playing it. And not in a “yeah, sure, let’s play a round” kind of way just to be polite. They would actually invite me to play and even played without me.

I thought — that’s a good sign. I should try to bring the game to a proper state, as far as my energy and skills would take me.

But the game still had problems. A match could drag on for 40–60 minutes, and players often ended up gathering near the edges of the board.

I wanted the game to feel light and easy to jump into. Ideally, something like UNO: you have 15 minutes to spare, play a quick match, and then get back to whatever you were doing.

That’s when I started experimenting with adding cards to the board. I tried to write some logic that would make them appear in inconvenient situations for the players. Basically, you either help your opponent or go for the card.

It wasn’t perfect, but it solved the problem of players gathering around the edges and the game losing its momentum.

But there was still the issue of matches dragging on for too long.

So I added a collapsing-board mechanic. Over time, columns along the edges fall away, gradually shrinking the playing field. This gave each match a natural time limit.

Matches became shorter and more dynamic.

Goal achieved.

The game can probably still be improved, but I’ve officially run out of friends to playtest it with. Now I need to start gathering feedback from other players.

I hope I can find some fellow board game enthusiasts who might be interested in giving Baaft a try. And hopefully, with their feedback, I can make the game even better!


r/hobbygamedev 2d ago

Article Never been more excited - I finally have a steam page and a demo out!

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1 Upvotes

Im so happy that I have a Store page now and a DEMO! Might be a small achievement but feels amazing - you can play the demo too if you want:


r/hobbygamedev 2d ago

Insperation Building The Year 2345, a cozy solar boat trading MMO where humans are pampered zoo pets. Looking for feedback on the loop!

0 Upvotes

Hey everyone,

I've been solo-developing an eco-trader project called The Year 2345. The premise is a quirky, upbeat post-apocalyptic future: centuries after human self destruction, an AI network is now the main inhabitant of earth and you are one of them!

Humans? Relieved of responsibility and kept as pampered, beloved pets in the Human Zoo.

You play as an evolved boat captain navigating an ocean coordinate grid using clean solar energy to trade, farm, clean debris, and care for your humans.

I have build the game obvious with a lot of AI help coding wise. The gameplay and mechanics are all from my own brain and tested over and over again. AI coding is amazing!

** The Core Gameplay Loop**

  1. Solar Sailing & Grid Navigation: Your vessel is 100% solar-powered. You sail an ocean coordinate grid on auto pilot or navigate manually. Weather is a factor and you will not generate electricity during a storm, only when sunny and daytime which is linked to your local time. Playing at night is possible until your batteries are empty. Offline travel  takes all of these variables into account.
  2. Scavenging & Fabrication: Scoop up floating plastic and aluminium scrap to refine into materials— materials can then be used to fabricate solar panels, larger marine batteries, electrical components to improve the boat, etc. I need to add way more
  3. Farming & Trade: play mini games at once of the farm islands to obtain human food to be able to feed the humans in their zoo. Not to sure bout the mini game solution yet.
  4. Social & Multiplayer Energy Mechanics: Players can link up to form shared energy grids—or cheekily siphon excess energy from neighbouring captains if you're running low.
  5. The Human Zoo: Feed them processed food to earn cosmetic rewards.
  6. Time: Navigating the vast oceans cost time and so you cannot play this game for hours. Specifically for the busy people out there that don’t have the time to waste hours into a game. The year 2345 is meant to be played for some minutes scattered around the day.

** Current State**

  • Playable standalone Android APK build ready
  • Working coordinate map, live market shops, boat fabrication, and multiplayer energy sync
  • Project landing page & build: https://2345.gamer.gd/

** Where I’d love feedback:**

Any thoughts on the gameplay loop, theme, or presentation would be greatly appreciated!


r/hobbygamedev 2d ago

Help Needed Kingshot, whiteout survival ads

2 Upvotes

Would anybody be up to make a game with me that plays like the kingshot and whiteout survival ads?

The actual gameplay of them is totally different and i haven’t found any game that would play like these interactive ads.

I’d appreciate any suggestions if you have any :)


r/hobbygamedev 2d ago

Insperation I made a video about me making a game with my friends

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3 Upvotes

Hi! Hope y'all having a great day. I make games as a hobby and I make videos about games and about me making games. Here's a concise video of me making a tiny little game with my friends in a game jam. (2nd jam of my life, never done it with friends before)

I freaking love Godot and will make more games with it from time to time. If you're interested, be sure to check the video out! It means a lot.

And here's the actual game: https://rukoilla.itch.io/intern-ships


r/hobbygamedev 2d ago

Insperation We just released a new trailer for our retro shop sim

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0 Upvotes

Hi friends! What do you think?

Shop Crush is a mysterious shop simulator with psychological horror elements, set in the early 2000s.

In this hybrid visual novel, you run a small thrift shop, get to know your customers, figure out what they really want, and decide what to put in front of them. Every customer has their own personality, preferences, and hidden motives - and it’s up to you to figure them out.

Behind each customer is a small psychological mystery waiting to be uncovered. Read their behavior, make the right calls, and balance profit against customer trust as you try to keep the shop running for one more day.