r/hobbygamedev

Long Story Short, a daily word game where you rephrase a 12-word sentence in exactly 5 of its words
▲ 504 r/hobbygamedev+39 crossposts

Long Story Short, a daily word game where you rephrase a 12-word sentence in exactly 5 of its words

Hi, I made this one. I've played Wordle-likes for years and always wanted to build my own, but I never had an idea that felt like mine.

The push came from a strange place. Half of what I read these days is written by AI, and it's never short. Every email, every doc, twelve words where five would do. At some point I said the phrase out loud, long story short, and realised it was a game.

So: you get a twelve-word sentence. You rephrase it in exactly five of its own words. Real English, same meaning, your job is to work out which words carry the sentence and which are just dressed up to look important. Scoring is Wordle style, blue for right word in the right spot, orange for in the answer but elsewhere, grey for out. Five tries, one sentence a day.

My wife and my brother were the playtesters. An early version let "the" beat proper words in the answer, which felt awful to lose to, so the answers now always favour the concrete word. That one change ate a whole weekend.

sheets.works
u/Mastbubbles — 7 hours ago
▲ 14 r/hobbygamedev+4 crossposts

Major trailer changed. Did I go too far?

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?

u/OldSignificance9574 — 3 hours ago
▲ 3 r/hobbygamedev+3 crossposts

I vibe-coded a cricket drafting & simulation game 🏏

The idea started while playing 7a0. I loved the drafting mechanic and kept wondering:

>

So I built Cricket XI with Lovable.

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

The core loop:

Pick a tournament → draft 11 players → build your XI → simulate the tournament → try to win it all.

What surprised me was how quickly the project went from a simple UI to needing actual engineering:

  • Historical squads across different eras
  • Canonical player IDs to prevent drafting the same player twice
  • Repository + service architecture
  • Tournament-specific rules
  • IPL playoff logic
  • NRR calculations
  • Background simulation of other teams
  • Historical team/year rerolls
  • Scorecards and tournament statistics

My workflow was basically:

Prompt → Play → Find a ridiculous bug → Explain it → Fix → Stress test → Repeat

And there were plenty of ridiculous bugs. 😂

The biggest thing I learned from this project: vibe coding gets you to a working product incredibly quickly, but playing the product yourself is what exposes whether the underlying logic actually works.

This is V1. Would love to know what you think — and especially what you manage to break.

u/OfficeParticular3805 — 7 hours ago

First gameplay of my game

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.

u/Great-Fudge6330 — 13 hours ago

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

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.

reddit.com
u/TaurusE11E — 20 hours ago
▲ 16 r/hobbygamedev+6 crossposts

Eleusis the hidden rule game

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 played your cards trying to induct the rule object of the games to get rid of all your cards. I really like the game so u 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. .Eleusis

u/National-Iron-7197 — 1 day ago

Open Discussion - "The Year-Long Pitch" Idea

[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?

reddit.com
u/TaurusE11E — 1 day ago
▲ 27 r/hobbygamedev+3 crossposts

My first game, but is it any good.

It started off as a bit of fun when I recreated the old ZX Spectrum game, Cruising on Broadway for my sister’s birthday for her to play on her mobile.

That led me to want to create my fav game of the same time, also on the Speccy, Deathchase. I then mashed it with my other favourite game of the time, the arcade game Outrun and the pyramid routing.

After a few trials I eventually settled on doing it in Godot with a view to possibly putting it on Steam.

It’s far from finished and I thoroughly enjoy playing it, but I don’t know if that because I’m proud of what I’ve done or if it’s because it’s actually any good.

I’m enjoying the development. I create the graphics and assets myself using Blender, Elevenlabs and Suno for the sfx and music. Claude is the brains behind the godot scripts as I don’t have the skills for that.

How do I go about getting feedback and help with play testing? I want honest feedback and input to improving it, but I’d hate to have it ripped to bits and and lose all my motivation for it. But on the other hand I’d love to get a good game onto Steam and have others enjoy playing it - and may be bring in some money at the same time.

I’ve even gone as far as creating a gameplay trailer. I feel like I’m going through the motions, but don’t really know what I’m doing. 😂

https://youtu.be/-v1baslx9OA?is=myDLnhyiGv-xK4Sa

u/WantedRogue — 2 days ago
▲ 6 r/hobbygamedev+1 crossposts

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

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.

reddit.com
u/TaurusE11E — 2 days ago
▲ 18 r/hobbygamedev+1 crossposts

A Nugget of Advice - The Ten-Percent Rule

This one is for devs in general - but it has the greatest effect on what I call "smalldevs" like me - those who make games for any reason but have yet to hit the "thousand" mark for any aspect of an individual game release (likes, follows, comments, plays, etc.) I use the word "rule" for conciseness, but it's more of a theory backed by my own experience and the trends I have seen persist throughout the years on social media.

In the simplest of terms, the ten-percent rule is an explanation as to why a game takes time to find its audience and build a presence regardless of its quality. With a fair bit of luck, a work can take off fairly quickly , but for the most part the Internet chooses to observe silently. The concept is structured as follows:

  • For any social media platform or hosting site, only 10% or less of your following can be expected to interact with any one post instead of scrolling past it.
  • Only a tenth or less of that 10% can be expected to do anything more for the game itself than interact with any one post about it (for example, in a follow count of 1000, 100 people or less can be expected to like a devlog post for the game, but you can only count on 10 people or less to actually play the game).

The key words here are "statistical" and "expected". These are statistical theoretical values, meaning they are just as likely to fluctuate as the preferences of players in any given category of gaming if they are the case at all. The expectation comes from the fact that an increase in size does not hurt the chance of a following containing people that would interact in any way.

So I ask all devs big and small, don't be too quick to doubt your abilities when your game launch is greeted with silence. The ten-percent rule is almost always in play and it may be that you just have to wait and build your presence on a platform to get the traction.

reddit.com
u/TaurusE11E — 3 days ago

Share your best indie-dev resource!

Has something really helped you in making games? A Unity asset? A book? A service? Share it here or make a new post!

reddit.com
u/RedEagle_MGN — 3 days ago
▲ 8 r/hobbygamedev+5 crossposts

My first ever game, after 8 months, I've finally got the demo and trailer released.

https://liminary-dev.itch.io/between-places-demo

appy to announce the official Demo release of my exploration-based backrooms game 'Between Places'

You find yourself searching for something but never quite figure it out... until one day you wake up in the depths of The Backrooms, a seemingly never-ending hallways and rooms with yellow wallpaper, madness of mono-yellow and the feeling that you're not quite alone.

You embark on an exploratory journey across the endless liminality of the backrooms, level lobby, Level 0.3, level pipe dreams, level parking garage, and level pool rooms, in hopes you can find your way out.

Whether you survive is up to you.

Welcome to my first ever game. Between Places, a backrooms exploration-based liminal game that takes you through the different backrooms levels. Exploring isn't the only thing you'll be doing. From keeping an eye out on your sanity levels, collecting Almondwater, to completing light, simple puzzles and, discovering lost notes from other survivors or businesses.

I handcrafted all models and textures besides sfx and music, been working on this project for the past 8 months and I'm so glad to finally release it to the public.

youtu.be
u/NatCanDo — 3 days ago
▲ 5 r/hobbygamedev+1 crossposts

Coming Forth by Day by JakobVirgil - a cozy Egyptian themed RPG-Minesweeper-like

What are the best subs to get feedback on a game?
I am looking for something more than just promotion.
It used to be easier now it seems like everyone is grinding

jakobvirgil.itch.io
u/JakobVirgil — 4 days ago

It took me two years, but I finally shipped my first game

I did it. I finally did it.
After two years of working on it in my spare time, l finished and published my first game.
It's a cozy offline match-3 game where you build a tantasy town.
It's not perfect, but it's finished.
I think many of you know this feeling: the closer you get to the finish line, the harder it becomes to move even one pixel forward. And then... Apple review became the final boss (rejected several times).
Creating something from scratch and finally seeing it out there means much more to me, at this point, than downloads or popularity. Just proving to myself that I could actually finish it feels like a huge achievement.
All the artwork is hand-drawn by me.
On to the next one.
Cheers!

u/SarcasticCommander — 4 days ago
▲ 7 r/hobbygamedev+1 crossposts

I Made A Game Prototype

Looking for people to test my prototype game and tell if it's actually fun

Hey everyone! I've been working on a small game prototype in Godot and I've reached the point where I need other people to actually play it. It's still very early and definitely not polished. I'm mainly trying to answer one question: Is the core gameplay actually fun?

It's like a 5 minute game. I'd really appreciate it if a few people could give it a try and give me honest feedback especially:

  • Was the game fun to play?
  • Was anything confusing?
  • Did you understand what you were supposed to do?
  • Did you get bored or feel like there wasn't enough to do?
  • What would you change or improve?
  • Would you play it again?

Play the prototype: https://zreirapper.itch.io/road-network-simulation

It's a browser build, so you should be able to play it without downloading anything.

Thanks to anyone willing to give it a try! Even a few minutes of feedback would be really helpful.

reddit.com
u/Better_Cream6447 — 5 days ago