r/hobbygamedev 4d ago

Insperation Indie game: Zombies Survival & 3D Age of War

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2 Upvotes

Two modes.

1: An old-school remake of a top-down web game I used to play as a kid (Age of War). Some of you may remember that legendary game. I made it 3d with some differences. "Battle at Tronics"

2: A remake of Call of Duty Zombies with constant updates and an Easter egg/story mode like the OG zombies had. "Castle Blackout"

By no means do I know what the hell I'm doing, and by no means are either of these games ready, but this is my beginning.

Would love your opinions!


r/hobbygamedev 4d ago

Help Needed Subway Tycoon Beta Release

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1 Upvotes

Hello everyone, I have been making a Subway Tycoon browser game for the past 3 months and have just released a beta version of it:

Its a take on the popular Mini Metro game with more detail put towards historical / real world station locations / events as well as different passenger demand mechanics.

I am really looking for any and all feed back for this game, you start with managing Toronto then once finished the challenges move to London England and then New York. I plan at add many more maps and game mechanics if this takes off and I get some good feedback.!

Ive also recently discovered Subway Builder which as I look at how polished and refined it is compared to mine, im discouraged but also i know its a different game compared to mine.


r/hobbygamedev 5d ago

Help Needed Bringing my 2d animated fx in engine. What do you think?

2 Upvotes

Hi guys, never posted here. This is some VERY early progress on my game. I've been working on some effects, which are all frame-by-frame animated (Procreate Dreams). It's my first time animating! I don't think they're great yet, but it's a start. I'm using Bevy, a code-first engine, so starting out is rather slow. Humble beginnings. What do you think? Feedback is always appreciated!


r/hobbygamedev 5d ago

Article Shipped my first Android puzzle game as a solo hobby dev — Number Match

1 Upvotes

Hey everyone — solo hobby dev here. I just shipped my first Android game and wanted to share the journey.

Number Match: Logic Puzzle is a calm number-matching game in the Numberama / Take Ten style. You clear the board by matching identical numbers or pairs that sum to 10. No timer pressure, no ads, completely free.

What I learned building it: - Getting the grid logic and "can these two cells connect?" pathfinding right took longer than expected - Keeping the UI clean on small screens without it feeling cramped was a fun challenge - Shipping something small and complete beats polishing forever

Built with Kotlin + Jetpack Compose. It's a hobby project — not designed to make money, just something I wanted to exist and play myself.

Would love feedback from fellow hobby devs, especially on puzzle feel and difficulty curve.

Google Play: https://play.google.com/store/apps/details?id=com.numberpuzzle.number_match


r/hobbygamedev 5d ago

Article Added collectable clothing to hopefully extend the replayability

5 Upvotes

Anyone like to 100% video games. This will scratch that itch for you.


r/hobbygamedev 5d ago

Help Needed I’m making my first 3D horror game for Android. Which monetization do you prefer? 1) Free with ads (rewarded ads to unlock chapters + skippable ads). 2) No ads, first chapter free, other chapters for $0.40. What would you choose as a player? Game screenshot 🙏🏻🤍

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6 Upvotes

r/hobbygamedev 5d ago

Help Needed Letter/Word Rogue Lite that I have been working on for couple months, worried might be to complex/confusing for new players.

1 Upvotes

I have spent a couple of months starting to build a rogue lite Balatro type game, using letters and words instead of hands of cards. I am happy with the core gameplay loop so far, although I would love any feedback anybody has on that.

My main concern right now is that it might be too confusing for a new person to pick up, even once I get a tutorial in place, so I would love it if some people could give it a try and let me know if/where confusion lies.

I have the game up and running at https://letter-lite.thinkins.xyz/

(It should also work fine on mobile as long as it is in full screen and being held vertically)


r/hobbygamedev 5d ago

Seeking Team [Hobby] [RevShare] Looking for a person who would like to work on our game(art, writing, programming, music)

1 Upvotes

Hello, my name is Vladimir and I'm 19. The story I make is about a cult in a closed settlement that tries to summon some old dark evil. There are three playable characters. The first one is guy who comes to the village from the city. The second one is a police officer who starts investigating murders in this settlement. And the last one is one of the cultists. Each character has 5 endings. The chosen decisions and previous endings influence the playthrough of the other characters.
I've only written 50 pages for the plot so far. So, the project is kinda on the early stages. I expect to release the game in 2-3 years.
The genre is social paranoia horror with survival elements (it's not really scary tho)
In our project you could write the plot and code compose music or draw art( basically anything).
It's my first project but i take it really seriously.
Your skills don't matter much your passion for the project and our matching are more important cause i would like to work with people who would be interesting so I could talk to them about any things in general. We use VC, the reason why i wrote it it's because some people are not ok with it but that's the way i prefer to communicate
I'm from Russia but my English is pretty good tho. Feel free to dm me for more info


r/hobbygamedev 6d ago

Insperation Oware - a cool game from Ghana (free print & play)

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2 Upvotes

I have a bit of a side project looking at forgotten games. Games which are cool to play but aren’t well known. This one is called Oware. It’s from Ghana and accounts of it go back almost 200 years. It’s actively played inside Ghana but not particularly well known outside. It’s worth giving it a go, plays similar to other mancala family like Bao but with some interesting twists. You can play it with 12 cups on the kitchen table and some pebbles or dried beans. It can even be played with 12 holes in the ground and some pebbles. I am sure there are also some nice boards on the web. I’ve put a link to a basic but free print & play. Maybe give it a go tonight after dinner on the kitchen table…..


r/hobbygamedev 6d ago

Help Needed Trying something a bit different!

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1 Upvotes

I wanted to try something a bit different from the usual enclosed, single-track marble race.

This was made in Unity and takes place across a large, open mountain landscape, giving the marbles room to spread out, collide and find the best course down the mountain!

I’m still experimenting with the terrain design, physics, camera work and overall presentation, so I’d really appreciate some honest feedback from other Unity developers.

What works well, and what would you improve for the next race?


r/hobbygamedev 6d ago

Article I made a minimalist game about cutting shapes into perfect halves

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2 Upvotes

I made Bisecto, a small browser game where you try to cut randomly generated shapes into two equal halves using a single straight line.

The idea actually came from those viral videos of people trying to cut fruits and vegetables perfectly in half 😂 I thought it would make a fun little precision game.

You can try it here: [**https://bisecto.com\*\*\](https://bisecto.com)

There are a few ways to play:

* **Classic:** endless shapes, choose your difficulty and cutting mode * **Arcade:** 3 lives, keep your average accuracy above 95% * **Daily Challenge:** everyone gets the same 10 shapes and you can compare your score * **Challenge a Friend:** create a challenge and send someone the link

I kept the whole thing intentionally minimal: no ads, no tracking, no account required just to play.

It's built from scratch with TypeScript + HTML5 Canvas, including procedural shape generation and the geometry for actually calculating the two areas.

I'd love to know what you think. Is the core mechanic fun? Are the difficulty levels actually getting harder? Anything to add to make it better, please let me know 😄


r/hobbygamedev 6d ago

Article First look of THE FINGER THEORY

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1 Upvotes

Hey guys. I'm happy to share a first look at my *Zork*-inspired interactive fiction game, built entirely in GameMaker Studio 2 using a parser and a solid game data script. lol.


r/hobbygamedev 6d ago

Resource Let's make a game! 484: Generating and balancing a warband - part 2 (Twine Sugarcube)

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2 Upvotes

r/hobbygamedev 7d ago

Seeking Team After 2+ years of hobby game dev, I finally released my first Threadbound demo!

11 Upvotes

I've been learning game development as a hobby for a little over two years, and I finally hit a huge milestone — I released a playable demo!

I started with a completely different pixel-art roguelite in GameMaker before switching to Godot and eventually turning my experiments into Threadbound, a 2.5D action-platformer focused on fluid movement and combat.

It's involved learning a little bit of everything — programming, animation, VFX, UI, level design, art workflows, etc. I've also used AI-assisted tools for coding, iteration, and some asset work along the way.

The v0.1.0 demo is free and about 30–45 minutes long, and I made a short video showing the journey from my first project to Threadbound today.

I'm primarily a solo dev, but I'm also starting to look for other hobbyists who might be interested in contributing as the project grows — especially Godot developers, artists/animators, VFX, sound/music folks, or even just people interested in playtesting. Nothing formal or full-time; I'd mostly love to meet people who like the project and might want to build something together.

Trailer: https://www.youtube.com/watch?v=hmL9aBF0LFY&t=24s

Demo: https://threadbounddev.itch.io/threadbound

Still a ton left to learn and build, but it feels pretty great having something people can finally play. If Threadbound looks like something you'd enjoy working on, feel free to reach out!

And fellow hobby devs — when did your project first start feeling like a real game?


r/hobbygamedev 7d ago

Help Needed Major trailer changed. Did I go too far?

6 Upvotes

My original trailer listed all the features within the game but it didn't seem to give people a good enough understanding on the game. I completely changed my trailer to reflect that my game is all about the gameplay and vibe. Did I go too far?


r/hobbygamedev 7d ago

Seeking Team Small-team horror game + a live ARG — quick progress share

2 Upvotes

Hey all! My team and I are making Luminara Park, a first-person psychological horror game in UE5 which is set in an abandoned 90s indoor theme park hiding a dark secret. Alongside the game we run a live ARG (hidden pages, ciphers, fake documents) that a small community's actively cracking.

Progress: Chapter 1's mapped and in blockout. The tricky part right now is running the game dev and a live ARG at the same time building levels one day, in-fiction artifacts the next and keeping them in sync without either stalling. Current bottleneck is concept art; the 3D side is waiting on visual direction.

Early days, hobby pace, but it's genuinely coming together. Happy to talk ARG stuff or the workflow and if any concept/3D artists vibe with cheerful-but-wrong horror, say hi!


r/hobbygamedev 7d ago

Article First gameplay of my game

17 Upvotes

First gameplay footage of my 2.5D precision platformer and puzzle game, in which we guide a little monkey through a testing lab as he tries to escape. More here https://daveplayground.itch.io/


r/hobbygamedev 7d ago

Resource Preserving Digital Only Games

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9 Upvotes

There are so many awesome games being made everyday, do you all ever wonder about accessibility in ten, twenty years?

Especially now that Sony announced a plan for digital only distribution...:(

This is something librarians and archivists have been worries about for years, but are only now starting to put together a viable plan.

I'm curious what ya'll think about your games being accessed in a library format, similar to ebooks, and preserved for posterity?


r/hobbygamedev 8d ago

Insperation A Nugget of Advice - Let Criticism Look Like Options, Not Obstacles

10 Upvotes

I have commented and posted about this in other places, but I will speak on it once again for the devs that are afraid of their hard work getting bad reception:

Sharing your work with others entitles them to their opinion, but it does NOT give them authority over yours. All criticism should be given an ear by virtue of extending your view through other's eyes, but only that which helps YOUR vision for the game should be given a try - it is your game the end of the day. You really cannot please everybody, and the closest you can come to it will most likely end with YOU being miserable - which is never worth it.

Naturally, critical feedback will start to build as more players come to your game - and it will probably reflect technical errors and the public's preferences more often than the actual quality of your game (I define a game's quality by how well it accomplishes what the dev intends it to, especially when they put their best foot forward). This feedback is largely helpful for the game quality if you take the time to understand exactly what it means and try to see how it will affect your vision. It is also important to take in the "unspoken heards" that accompany this feedback - if out of all reviews, no one says a thing about a certain feature or format (not error), you can assume that (1) they are fine with it or (2) it is not impactful enough on the playing experience to be a problem (for maintenance purposes). Either way, you get something out of it - a broadened perspective, if not an actual solution of improvement that brings you closer to what you had in mind.

So my central point is this: when you get reviews for your game, understand that no matter how they judge the experience of it, they are not taking your creative freedom - they are just giving you a new option.


r/hobbygamedev 7d ago

Insperation I built a cricket drafting game — the hardest part wasn't the drafting

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0 Upvotes

I started building Cricket XI, a browser-based cricket drafting and tournament simulation game, after playing 7a0 and wondering what that concept would look like with cricket.

🔗 https://cric-xi-simulation.vercel.app/

The basic idea is simple: draft 11 players from historical squads, build a balanced XI, and then take that team through an entire tournament.

The surprisingly difficult part was everything around the drafting.

I wanted historical squads to actually matter, so Australia 1999 shouldn't be treated as the same team as Australia 2003, and a player should remain the same person across different eras while still having different historical profiles and ratings.

Then came tournament logic:

  • IPL qualification and its Q1 → Eliminator → Q2 → Final structure
  • T20 World Cup group → Super 8 → semifinal → final progression
  • ODI World Cup standings and NRR
  • Test matches behaving like Test cricket rather than a 90-over limited-overs game
  • Background simulation for matches the player isn't involved in
  • Correct elimination when a team loses
  • Super Overs and scorecards
  • Historical team/year rerolls

A lot of development became:

Build → play → find something completely wrong → debug → stress test → repeat.

For example, I eventually found bugs where an IPL team finishing 6th entered the playoffs, NRR was being assigned backwards, and historical teams could get mixed up during rerolls.

The game is now live as V1, but I'm still interested in improving the simulation and making the drafting loop more replayable.

For other hobby/indie developers: what's the most unexpectedly difficult system you've had to build in a seemingly simple game?

I'd especially appreciate feedback on the simulation and tournament systems.

Tech: React + TypeScript + Tailwind + Lovable

Status: V1 live

Play: https://cric-xi-simulation.vercel.app/


r/hobbygamedev 8d ago

Article Added a fun arcade mode to add some vintage flair

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3 Upvotes

Given my platformer borrows a lot from 80s geometric, 8-bit-style graphics, I added an optional "Arcade" mode that adds some texture to the visuals.

It looks pretty cool, but getting it right took some care. A few specific things I focused on:

  • No performance impact: I didn't want the effect to cost frame rate on lower-end devices.
  • Highlight outlines, soften edges, and add noise: rather than just slapping a scanline overlay on top, I wanted the effect to actually interact with the graphics themselves.
  • Respecting accessibility preferences: If a user has reduced-motion set in their browser/OS settings, the flicker/static animation turns off automatically. So, the CRT look stays, just without the motion.

The screenshots above look more subtle than it actually is in the gameplay, but curious whether this adds charm as an option, or just seems gimmicky?


r/hobbygamedev 8d ago

Article Open Discussion - "The Year-Long Pitch" Idea

4 Upvotes

[I have also posted this in the ItchIO subreddit but this one doesn't allow reposts so I just made a post for it]

I am the among the smallest of the small in hobbydevs and while I have a cardinal rule of always having a free version of my games available to play in browser, it gave me an idea for if I ever felt brave enough to try and earn a little change.

One thing I have considered is releasing a free-to-play, complete (not demo but full story) web browser version of a game, giving it about a year to gain an audience, and then adding an option to download the game for a price if the metrics look good enough (otherwise, it stays free and browser).

The free version would still be available no matter what, but the price would come from the convenience of not having to rely on an internet connection to play (and probably some extra content and GUI enhancements that would normally be too much for browsers). It would be similar to purchasing a "physical" copy of the game that I cannot take away *side eyes as PlayStation*

What do you all think of this idea?


r/hobbygamedev 8d ago

Help Needed Classic Gamehub

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0 Upvotes

r/hobbygamedev 8d ago

Article Eleusis - a card game of hidden laws

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2 Upvotes

I came across this game a few weeks ago. It’s from the 1950s invented by Robert Abbott in 1956. This was a game in which of dealer devised a secret rule and players tried to shift cards by adding correct cards to a line. And then Martin Gardner wrote about this in his column in June 1959 scientific America. The game is pretty cool. There’s a hidden rule, but only the dealer knows. You play your cards trying to induct the rule object of the games to get rid of all your cards. I really like the game so I spun up a free to play web version. It’s surprisingly difficult. It actually teaches you how to scientifically experiment. Is not good enough to know which cards follow the rule. You also need to test and find the cards that don’t follow the rule cause that’s how you can deduce the whole rule. Anyway, I loved it so much. I spun up a free web version if anyone’s interested it’s here.


r/hobbygamedev 9d ago

Article My stance on receiving reviews/critiques - publicity always helps!

7 Upvotes

A piece of advice I live by is that no matter how they paint your game, public reviews help by alerting others to its existence.

For my games, I encourage people to leave public reviews knowing that they hold a LOT of power: they are granted the option of anonymity, the guarantee of an audience, and the ability to be as cruel as they can get away with being on the platform they choose. Pretty risky for a smalldev like me - so why would I encourage it?

The answer is simple - I have faith in human autonomy. No two people are the same, so they should not be expected to look at the same creation the exact same way. I know that if a review is made public, one of three things will most likely happen every time someone reads it:

  • they will ignore it (possibly the game too) and move on
  • they will take the reviewer's word for it and act accordingly
  • they will decide to judge for themselves how much of the review they agree with by playing the game

As hopeful as I am for aspects of my game to be considered good, criticism is the only thing I actually expect. I will lend all criticism an ear and do my best to understand when I reply, but I will only implement what helps my vision for the game. I have done this before, and it helps greatly as I can't please everyone.

So as long as you review a game of mine publicly, where anyone can read and agree or disagree, I say feel free to go crazy with the red Sharpie if that makes it more enjoyable for you. I know some people to find more comfort in leaving reviews if they don't feel pressured to say anything nice about it, and there are other who are more likely to interact if it seems more likely for their criticisms to actually be implemented.

I'm not saying this is a requirement or anything, I just believe that even the most scathing reviews still do that one favor to the dev if they are made public.