r/hobbygamedev

▲ 30 r/hobbygamedev+8 crossposts

What do you think of my new ZombUs trailer?

🚐 “Home Sweet Home” isn’t a place — it’s your motorhome on wheels.

🗺️ Nowhere Island spans 10 regions (40 km²), with 3 already in Early Access and the 4th on the way.

🛠️ Upgrade your truck.

⚙️ Process materials into powerful items.

🕶️ Stealth or loud, every choice has consequences.

⚔️ Upgrade your character in Mastery—enhance your stats, survival skills, and exploration abilities.

🗺️ Follow the clues and uncover one-of-a-kind mythical weapons.

📦 Stock up: every region has its own needs

⭐ Available on Steam — Wishlist now.

https://store.steampowered.com/app/3511360/ZombUs/

u/GaianGames — 8 hours ago

Art Productor for an RPG

Greetings.

First of all, if you're not willing to work in a really long term project, this might not be your project.

Now, for whoever keeps reading this, I'm looking for an artist to help me build my view of a game that makes the player feel every emotion the main character feels.

I'm building a world for an RPG game, mainly using pixel art for assets and UI. Normal 2D art will be mostly used for portrait pictures of the characters or battle sprites.

If you feel you can picture my view and make every emotion visible, my DMs are open.

If you have any questions about the project, my DMs are also open, or I can answer the comments.

Just for your information, this is the first project I make on my own, I've been building the concepts since 2019 and decided it's time to give life to it. If things are not perfect or extremely efficient, be nice. I'll understand if the project takes a slow rhythm.

See you soon, have a nice day

reddit.com
u/Pregis-Hectoy56 — 24 hours ago
▲ 12 r/hobbygamedev+5 crossposts

Looking for Testers! (Free to Play Browser Game)

Game Title: CUBEHEAD
Playable Link: https://cubehead.online
Platform: Browser / Web
Description: CUBEHEAD is a free browser-based zombie survival shooter. Mobile and PC friendly, can play anytime, anywhere! For all players, noobs and sweats!
Free to Play Status: Free to play
Involvement: Solo developer / Creator of the game.

u/stinkskii — 3 days ago
▲ 61 r/hobbygamedev+29 crossposts

Designed a new Time Tracking methodology, focuses on Goals and gamified Up/Down time for each.

Everyone is familiar with gamified productivity & focus tracker tools. I downloaded most, experimented with different methods, studied the science behind motivation/goals, and developed a new system. It's not complex, visual, yet lightweight. Most importantly, it's effective & helps you make real progress.

Why this method works:

  • It simplifies thinking about "what should I do today" & helps beat procrastination. You clearly see your goal, and the main work/play activities you defined. Just get started on one...
  • Each board is you custom "go-to" plan for that Goal (aka "Core"). You pick "time contributions" that work for you. No guilt tripping. If you like to focus for 30m, and then lounge for 1h, then that's what you pick. No need to overcommit. Stats will improve as you get better.
  • Tracking how much Up vs Down time, towards defined Goals, is the simplest measure of success, over time. The 10,000 hour rule exists for a reason. Not 10,000 to-do items.
  • Seeing "break/rest" activity timers next to your productive timers, at a glance, makes you more relaxed during focus sessions & gives you "guilt free" breaks. You can pause one timer and start another, then come back. You can also "finish early" any timer, and deposit time already earned, no penalties.
  • You can adjust all Timers/Goals on the fly, change their length, emoji labels, etc. The app makes it easy.
  • You can track a Goal on 1 board, or across multiple boards. You could have a board for each day of the week if you want, all towards that 1 goal. On Monday you can have only 1 focus activity, and on Saturday you can have 6, with different focus + break sessions.
  • You can work on Goals and contribute time whenever you have it. No pressure with streaks. If you have 1 hour per day for a goal, or 3 hours per week. You simply time your activity, you bank time Up or Down, and you move on.
  • You progress easily visualized in a cool Sci-Fi interface, with time particles and orbits and black holes.

Check out Flowton on the App Store or if you're on Android, sign up on flowton.com to get notified.

Happy to hear your feedback on the method, or if you try the app, on what you think of it. There are cool new features in the pipeline, along with leaderboards, passive "multiplayer", and other.

u/NinjaFlow — 4 days ago

Our to-do list has a to-do list. What's the one game dev secret that saved you?

Heya!

I'm Rush, and our team, PSK Entertainment, is currently working on our first title, which is an ARPG/roguelite set in a fantasy world with tongue-in-cheek humour and customizable player combos.

One thing I wish we would have done sooner when making a bigger project: Decide early on on how you want to save/load objects in your game. This makes transitioning from scene to scene MUCH easier in the future.
We also use Miro quite a lot to brainstorm and focus/communicate on ideas, which has worked well to align the team on HOW we should build features or what the game looks like.

As we have slowly expanded our codebase, I have noticed there are so many aspects of the project that we haven't covered, such as build signing, CI setup for automatic build export, saving/loading game states, debugging your project, checking and fixing performance, when to start marketing, HOW to start marketing, how to decide on what is the next best thing to work on, building community...
The list could go on and on!

Now of course, there is no one single answer, but I would love to hear from you other developers on your tips and tricks in game dev, what makes your work easier or just something you want to share with other developers.

Thanks for your contribution! I can't wait to share more about our project once we get to that point.

Peace out, leave things better than you found them,
Rush

reddit.com
u/RushPlusGames — 4 days ago
▲ 7 r/hobbygamedev+1 crossposts

Checkout gameplay from my upcoming supermarket management game, Big Market Simulator

I’ve been polishing the checkout experience in Big Market Simulator.

I’m trying to make scanning products and serving customers feel enjoyable.

Any feedback is welcome!

u/Mobaroid — 4 days ago

Looking for a Pixel Artist & RPG Maker Dev! (Divine Comedy RPG Project)

Hey everyone! I’m an Italian literature teacher, and a while back I built a browser-based RPG prototype about Dante’s Purgatory (complete with puzzle-solving, rhythm mini-games, and boss fights) to make learning literature a lot more fun.

The feedback was great, and now we want to turn it into a full, high-quality game! Right now, the team is just me (writing/design) and a professional video game music composer.

We are looking for two awesome people to join us:

  • 1 Pixel Artist to craft the visual style, sprites, and settings of Dante's world.
  • 1 Dev (familiar with RPG Maker or similar engines) to handle mechanics, eventing, and core gameplay.

>

Want to see what we've done so far? Check out the current prototype here:

If you love indie games, adaptations, or just want to collaborate on a cool project, drop a comment or shoot me a DM. Let’s make something amazing together!

reddit.com
u/Shirubio78 — 4 days ago
▲ 13 r/hobbygamedev+3 crossposts

What The Cluck

Hey guys just wanted to show off some little gameplay from my project game I have been working on. The only way to move is by using your ass to shoot exploding eggs. A magpie has stolen your golden egg and it’s time to go get it back. Any feedback is massively appreciated and if it seems interesting I also have a steam page setup for it.

https://store.steampowered.com/app/4806270/What\_The\_Cluck/

u/SKuLLzSKiLLz — 5 days ago
▲ 14 r/hobbygamedev+7 crossposts

Reveal

Finally! I am so happy to show the full-fledged game from the inside, or rather its gameplay! I am also glad to announce that the game is fully ready! In honor of this, I rolled out a video announcement of the release date. If you're interested, watch it to the end. And if not - July 14th.

Survive 100 days on the island! But it's not as simple as it might seem... Every mistake you make prolongs and increases your suffering... Live, eat, sleep - do everything so that none of the characteristics fall to zero, otherwise something very bad will happen...

Its coming on Gamejolt and Itch

u/Roma_Filimonov — 6 days ago

My first game

This is my first game I'm still working on it I am making it in godot , it's a rpg fantasy game hope u guys will like it when it's completed, as it's my first project I'll make a a very small game with a small village and a beach that's all

u/GalaxyDestoryer888 — 7 days ago
▲ 34 r/hobbygamedev+11 crossposts

First game release! How did I do on the trailer?

Fully releasing my first game on Steam and have made a proper trailer for the full release. Did I manage to convey the intensity of the combat in my game?

u/OldSignificance9574 — 6 days ago
▲ 2 r/hobbygamedev+1 crossposts

Villains for Tower Defense Game

I am developing Defender of Egril, a Turn-Based Tower Defense Game in a Fantasy setting.

Now I would like to add Villains, which should be kinds Boss enemies, but I am struggling on what special abilities they could have.

At the moment, enemy units have levels, health points and movement points.

Some are immune to some attacks.

There are normal units like wizards which can summon deamons, green Witches which can heal enemy units and red witches which can disable Towers for a while.

Also, there is the end boss Ewhad, which summons a bunch of deamons which get mightier from turn to turn.

I am thinking about bosses which give bonusses to enemy units, like speed, health points.. or could split enemy units in two..

Maybe a large troll which can throw other units towards the target..

But I would like to hear your ideas.

reddit.com
u/je386 — 6 days ago

After ~a year of evenings, my solo hobby remake of a 1991 German DOS strategy game runs in the browser — sharing progress + what kicked my butt

Hi all! I'm a solo hobby dev. My project, PC Kaiser, is a remake of an obscure German DOS strategy game from 1991, set in the Holy Roman Empire from the year 1001. You lead one of 30 dynasties through the centuries — building, marriage, succession, war and intrigue, all the way to the imperial crown.

The thing I kept chasing was emergent storytelling: I wanted every ruler's story to write itself instead of feeling scripted. So deaths, marriages, inheritance and assassinations all feed into each other. The payoff is moments I didn't plan — an heir dies young, a daughter married into another house suddenly inherits a foreign realm, the emperor gets assassinated mid-election and the whole game tilts. When playtesters started telling ME stories from their games, that's when it clicked.

A few things that were harder than expected:

- Succession/inheritance edge cases. Bloodlines, captured rulers, multi-realm dynasties... I've written more tests for "who inherits what when X dies" than for anything else.

- Balancing AI difficulty across a 0–10 scale without the AI either going bankrupt or steamrolling the player.

- Getting a desktop pygame game to run in the browser (via pygbag/WebAssembly) — lots of small gotchas with fonts, file paths and audio.

It's not 1.0 yet and I develop it continuously. There's a free browser demo if you want to poke at it (desktop, mouse + keyboard; it's in German but has an English wiki via F1).

Trailer: https://youtu.be/hQ9ZGeKXck8

Demo: https://grobi85.itch.io/pc-kaiser-demo

Curious how others here handle emergent-systems balance — do you lean on heavy playtesting, or try to model it up front? Happy to answer anything about the project.

u/Grobi851 — 7 days ago

Which capsule / banner?

I have 4 difrerent banners, and I am not sure which is good enough to use, if any.

What do you think? Which is good? What would you change?

u/je386 — 11 days ago

I am fine with my games being niche, I don't want to reach a wide audience

I am an IT professor, teaching has been my vocational call since I was a little kid. I love it and would never leave it for anything. And as the name of the sub implies, I'm also a gamedev. A hobbyist one, meaning I do it for fun. I'm not seeking employment in the industry, I don't even care if one of my games become a massive hit and I become a millionaire, as I said before, I love my "official job" to call it someway.

I guess that brings me a lot of freedom. As it allows me to build whatever game I want, independently of how popular or unpopular the features included on them are. As the title says, I know that my games are/would be considered "niche" and I am fine with that. I develop for myself, not for others.

Sure, it's a nice feeling when someone plays my games and find them fun, to the point of even donating money or something. But that's not my goal when I sit in front of my computer the weekend and spend some time writing code or designing a character, I do it because it's fun and helps freeing me of the weekly stress teaching kids bring.

I perfectly understand why indie or AAA devs that have different goals that mine (earning money, getting a job in the industry) sometimes add features or design their projects with the intention of reaching as wide an audience as possible, I really do but at the same time, I hate the end result that mentality brings.

Nowadays developing has became my main hobby, meaning I don't have much time to play games anymore, but still last weekend I spent 5 hours trying to pass a level in an indie strategy game. I failed multiple times because I found it hard, and while the game has a lot of difficulty settings that would allow me to make it easier, I didn't touch them. Why? Because I was having fun! Losing and reloading a previous save or starting the level from the beginning, isn't a frustrating experience, but a learning one. I'm not in a race to finish the game as fast as possible, I play games to have fun and I was having it, even losing.

And I hate the "yellow paint" or how some games present you with a puzzle and gives you the full solution unprompted if you spend 3 minutes thinking. It feels as if the developers think I'm an idiot that can't think for myself or can't solve it/find the correct path by myself. If you design an open area, let me explore it however I want, otherwise design your games as straight corridors. If you design a puzzle, let me solve it myself and give me hints when I ask for them, and make them "hints" not the direct solution. I remember when I was a teenager playing Zelda Ocarina of Time, how I spent days trying different stuff to solve its puzzles and getting how helpful was N'avi (the little fairy, I think this was her name) while never giving you the exact solution.

Anyway, what do you think? Do you agree that being hobbyist gives us this freedom to design something unpopular or niche that goes against current design trends? Do you disagree with my examples, or my general position?

reddit.com
u/JedahVoulThur — 12 days ago
▲ 6 r/hobbygamedev+5 crossposts

[Hobby] I need testers for my game on the Play Store!

I’ve been working on a game as a hobby for a few months now called Tetramania. You can check out the trailer here: https://www.youtube.com/watch?v=XCH-eTLjVf8

I decided to publish it on the Play Store, but to do that, I need to run a closed test for 14 days with at least 12 consistent testers.

If you want to help me test the game, I’ll reward you with a free pass to remove ads! If you decide to join, all you'd need to do is open the game at least once a day for at least a little bit. Leave me some feedback, and sending screenshots also helps me a lot too!

If you really want to help out, please fill out this form and I’ll get in touch with you! https://forms.gle/BdVi395H1Khn5xDQ7

I’m also planning to create a Discord server where I’ll explain the next steps, share game announcements, and where you can leave your feedback!

u/LeanCichaDev — 12 days ago

A new game dev

Hello everyone!

I am Jade. I am taking game development as a hobby.
I already have some skills in writing good stories; this is the only perfect part I have.

I don't know any coding or good art design, and I am just lost among many videos that explain tons of things I don't know about.

Since I am in a beautiful community, I would like to ask my friends how to start from scratch.

Advanced thanks!

reddit.com
u/Intrepid-Bid-1151 — 11 days ago
▲ 1 r/hobbygamedev+2 crossposts

Should I run ad campaigns?

Hi everyone,

My game has just entered Open Testing on Google Play, and I'm looking for honest feedback from players and indie developers.

Pixel Spin! Color Flow is a hybrid-casual game where you rotate a ring of shooters around a pixel-art image. Your goal is to clear the image before the escaping pixels reach the edge.

Google Play link:
https://play.google.com/store/apps/details?id=com.dorigames.pixelspin

I'm especially interested in feedback on:

  • First impressions
  • Gameplay clarity
  • Difficulty progression
  • Fun factor
  • What would make you keep playing

I'm also trying to learn more about user acquisition and retention. My long-term goal is to approach publishers, but I've read that strong retention metrics are often required.

I have a very limited budget (around €100) and would appreciate advice on:

  • Whether it's worth running paid ads at this stage
  • Which platforms are best for testing a mobile game (Google Ads, Meta, TikTok, etc.)
  • How much data I can realistically gather with such a small budget
  • Any other ways to measure retention before contacting publishers

Any feedback, criticism, or suggestions would be greatly appreciated.

Thank you!

u/Dorilian_Games — 11 days ago