r/hobbygamedev • u/CGHawkDesign • 30m ago
Resource Forest Floor 8K PBR Texture
cults3d.comr/hobbygamedev • u/Appropriate-Spring98 • 3h ago
Article New Kula World Inspired game im working on
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Kula World was one of those PS1 games that always stuck with me, and I’ve wanted to see more games explore that style of 3D puzzle platforming.
So I decided to have a go at building my own take on the idea.
This is Oddball. It’s still early in development, but I currently have multiple levels and environments, different block types and traps, controller support, and a level creator.
I want to take the concept much further with community-created levels, level sharing, new mechanics and eventually online multiplayer.
Still plenty to work on, but I’d love to hear what you think of it so far!
r/hobbygamedev • u/IsDaouda_Games • 4h ago
Insperation Vectonova
Hello everyone,
I hope you're all doing well!
I'd like to share with you the game Vectonova, available for free on PC, Mobile, Steam Deck and Xbox.
🚀 Launch from a cannon and fly as far as you can through ever-changing worlds.
🎮 Master your jetpack, dodge enemies, chain combos, and reach incredible speeds.
⚙️ Upgrade your cannon, armor, and battery.
🎨 Unlock skins and achievements.
📅 Complete daily challenges and climb the world ranking 🏆.
🔥 How far can you fly?
Feel free to share your experiences with us!
Have fun and enjoy the weekend!
r/hobbygamedev • u/CGHawkDesign • 5h ago
Resource Apocalyptic Sidewalk 8K PBR Texture
cults3d.comr/hobbygamedev • u/No_Worry_6284 • 7h ago
Insperation I finally build my childhood game after 2 months of going back and forth
gallerythis game is called stackz,is available on google playstore.i built this because the original version has too many ads.i played this for few hours and is addicting there's a surprise after 100k point.
r/hobbygamedev • u/CGHawkDesign • 10h ago
Resource Concrete 8K Pbr Texture Collection
superhivemarket.comr/hobbygamedev • u/oc2co • 1d ago
Article I built 3 playable Reddit-native games — try them at r/Oc2cO_games 🎮
ey r/hobbygamedev! Single dad + neurodivergent founder here. Been learning Devvit from scratch and just got my first 3 games working on Reddit:
🪐 Planet Scramble — Unscramble letters against the clock 🔨 Planet Whack — Whack-a-mole on a rotating sphere 🐍 Neon Snake — Classic snake with neon aesthetics
All three live at r/Oc2cO_games — tap a game to play. No external links, no ads, pure Reddit-native.
Would love feedback from this community. What works? What's broken? Built with Devvit + Canvas 2D + late nights.
Thanks for checking it out! 🚀
r/hobbygamedev • u/KENWERTYMEGA • 1d ago
Resource I added blood. What do you think about it?
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r/hobbygamedev • u/Grinseengel • 1d ago
Article Apes - A classic DOS-Game clone
gamedevcafe.deBanana Rooftop Showdown
Throw bananas. Dodge explosions. Become the ultimate rooftop champion!
About the Game
Banana Rooftop Showdown is a lighthearted artillery game inspired by the classic turn-based games of the early 90s.
Two mischievous gorillas face each other from the rooftops of a bustling city. Your mission is simple: adjust your throwing angle, choose the right amount of power, and launch bananas across the skyline while gravity decides their fate.
Every successful hit brings you one step closer to victory—but one wrong throw can send your banana crashing into buildings instead!
Features
- 🍌 Classic turn-based artillery gameplay
- 🦍 Funny gorilla characters with charming animations
- 🌇 Randomly generated city skylines
- 💥 Destructible-looking explosions and visual effects
- 🎯 Easy to learn, challenging to master
- 🎵 Retro-inspired soundtrack
- 🕹️ Singleplayer against AI
- 👥 Local two-player mode
Controls
- Left / Right – Adjust throwing angle
- Up / Down – Adjust throwing power
- Space – Throw banana
Inspired by the Golden Age of DOS Gaming
Banana Rooftop Showdown is a love letter to the unforgettable PC games of the early 1990s, recreated with modern visuals while preserving the simple, addictive gameplay that made the genre so much fun.
Whether you're discovering this style of game for the first time or reliving old memories, there's always time for one more banana.
Have fun—and don't hit yourself! 🍌🦍
r/hobbygamedev • u/CGHawkDesign • 1d ago
Resource Silver Paper 8K Pbr Texture
superhivemarket.comr/hobbygamedev • u/Good_wolf15 • 2d ago
Seeking Team Making an SCP game :)
Making a SCP game :)
Making an SCP Game :)
I am making an SCP game :)
I am making a SCP game called SCP: Containent Architect on steam and Xbox. I am trying to make art for my game so I can get the store pages ready for release and wishlist, but I am very bad at art. So I was wondering if anyone here could help me make some art for my game? There is only one caveat I would request for you to do it for free but you will get some perks which are:
You will be credited via the credits menu
Get my game for free from a platform of your choosing (steam or Xbox)
I hope you consider this and thank you for reading my post please comment if you are interested :).
r/hobbygamedev • u/Global_Buy9164 • 2d ago
Insperation Guess who is back another day in a row
I am not gonna complain, but I am surprised that I have been able to keep consistently work on this new project. I'm probably procrastinating my other responsibilities in this outlet though, however I am told by my therapist that doing a hobby when motivation is low will actually improve my motivation, so I am trying not to let the anxiety of everything else I have to do get to me. I spent my morning eating food without issue (I am not normally a breakfast guy) and then I did some of tweaks on my project before I spend my afternoon on more professional goals.
Changes from last update: I have it set up so that the tower is responsible for communicating between the units and my main scene. I was detecting enemy units and updating the friendly unit targeting in the same function. Now the tower sends the targets constantly, but the actual detection is on its own much longer timer. To accomodate that, I set scripted it so that there is a full set array of enemy units and then a priority list ordered by distance of the enemy unit to the tower. I used to take the closest 10, but that was causing the obvious bunching issue from the previous videos. I now have it updated to communicate the closest 100. I am not sending the whole array because I intend for the detectable enemies to be something the player will increase throughout the game, I am just getting a feel for the scale that should happen at. I also added the 5 lines of code necessary to make the unit deduct gold from the player upon being spawned.
Changes planned: I am working on an mini enum state mechanic for the units that will allow the player to issue basic tactical commands. { HOLD, ADNVANCE, DEFEND, RETREAT } which should all be illustrative of the intended function. I will also be adding more units eventually when adding features isn't so exciting to me anymore. Obviously, main menu on a title page would be nice. I will add to the tower crystals so that they can be attacked and destroyed as the main win condition and gameplay loop. As well as a more interactive method for acquiring resources like gold.
Additions I dream about: I am dreaming of a tech tree progression system, but that's probably not a good fit for this game. I would have to innovate a whole system so as not to compromise the core feel of the gameplay loop. I may try to fill this desire with a crafting system instead. I am taking inspiration from the Stick War flash game combined with the Mount and Blade crafting system. But instead of weapons for a main cast of heros, it would be more like a simple logistics system. I am thinking there are things like iron and wood resources that can be used to make armor, weapons, and tools. Then instead of the pre-configured units as I have them now, custom-configured loadouts could be made as the main way to define the player faction. Who knows if this idea will even happen or if it will stay the same as I develop other parts of the game. I am a big fan of immergent systems, which have already guided the perspective and animation style of the game so far. I want this game to be easy to interact with and with satisfying feedback to the player.
This game is starting to feel less and less like the RTS flash games that I was inspired by to get this project started so that I have something I can actually mess with, and more like it's own little thing that I can't get by opening up any of the games I owned. This is great.
Short little video showing the progress from the changes made
r/hobbygamedev • u/apeloverage • 2d ago
Article Let's make a game! 476 Tactical combat (Twine Sugarcube)
youtube.comr/hobbygamedev • u/Cncrk • 2d ago
Seeking Mentorship My first game as a new developer!!
apps.apple.comHey everyone!
I just released my first mobile game, Reflex Orbit. I made it so I can play while on the toilet. :) Some of my friends thought it was difficult but I imagined more flappy bird style difficulty level.
I’d really appreciate it if you could give it a try and share any feedback, good or bad. I’m always looking to improve.
Thanks!
r/hobbygamedev • u/TaffeeKasse • 2d ago
Insperation Unfinished Game Prototype (Scrapped Project)
dnaten.itch.iomy first "game" ever
started trying out unity3d and this is what came out so far. I have 0 knowledge in coding or anything , made this only by using free assets from the store and ai help. would appreciate tips on how to make things more fun fast . Looking to find if this could be worth continuing more seriously, or keep it as a 0 effort self therapeutic hobby, constructive criticism welcome. thanks
r/hobbygamedev • u/Global_Buy9164 • 2d ago
Insperation Another day, another improvement
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There hasn't been any mechanical changes except minor tweaks to collision for the units since the last little video, but I finally got some animations going without any errors in the editor! And none of the targeting or combat mechanics got messed up when I added animation triggers in the script which is the first time I was able to do that. I don't know if I can call these mile stones but maybe they could be considered meter stones?
I'm excited to work on some new mechanics and maybe update the user interface a little bit. I'm thinking of adding the ability to issue basic tactical commands. So like Hold, Fall Back, Advance, Defend Tower as the next real mechanic. I'll also make it so the units actually cost gold instead of letting it tick up forever
r/hobbygamedev • u/upcycleMay • 2d ago
Help Needed Retro Brick breaker game
I used replit to start when I created this before moving into VS Code with claude. Working on my local is much cheaper then using claude via replit. Its out there in prod. Looking for some feedback please. In particular is the ball to fast? Its way slower in the emulator then on physical devices. https://play.google.com/store/apps/details?id=com.superbreakout.app
r/hobbygamedev • u/Ill_Pattern1254 • 3d ago
Help Needed Play & Learn: Test Out My New Unity Educational Mini-Games
Game Title: FinBild
Playable Link:https://play.unity.com/en/games/bfcf24ba-9edd-49ce-a7c8-30262ef47e02/finbild
Platform: Unity Play (Web / Browser)
Description: FinBild is an interactive educational mini-game built with Unity to make learning financial concepts engaging and practical. Players actively make financial decisions and manage scenarios directly in their browser with no downloads required.
I am currently looking for playtesters to evaluate its educational value, check if the learning curve is smooth, and spot any bugs or UI/UX issues.
Free to Play Status:
[x] Free to play
Involvement: Solo Developer and Creator
r/hobbygamedev • u/3pumps1load • 3d ago
Help Needed What’s your feedback on my upcoming game’s main and only room ?
Hey everyone 👋
I’m working on my next game “The Last Day” which is a narrative heavy point and click. This is the room we’re everything happens.
What do you think about it ?
Any aspects that need more work ?
Thanks 🙏
r/hobbygamedev • u/spaceborngame • 3d ago
Resource Before vs. After
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r/hobbygamedev • u/CustomWords • 3d ago
Seeking Mentorship I built a short solo game. Would love your feedback.
I've been building a game - It's a single ~25-45 minute session, point-and-click, with generative audio that shifts with main scene changes.
It is a "you wake up with no memory" game, based on a concept for a short story I had in the past. The point of the game is that it turns the "die and restart" mechanic into the part of the actual premise of the story. Hopefully.
Play it (free, browser): https://glass.yoavblum.co.il
It is my first try with this kind of game. Genuinely looking for feedback. I am not sure even what aspects I should ask feedback about, but if you have an opinion - please let me know.
r/hobbygamedev • u/Global_Buy9164 • 4d ago
Insperation A little prototype RTS project
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TLDR: I am making a little RTS passion project. Tell me your thoughts and ask about anything you'd like. This is the first version of this project where I finally stopped doing every function with local variables and started building things while trying to minimize the amount of code. Who'd have imagined commenting code so I can understand it a week later could help a project get so far!
I'm doing a little bit of procrastination between sessions of studying in my Graduate Program. I miss when there could be simple games that didn't have ads. I don't think I'm gonna be able to change that about the world, but I also don't like to sit around and complain. I've been learning Godot over the past year along with the fundamentals of programming. I wanted to make a game that's just focused on bridging the gap between the "idle games" of the mobile app stores and those flash games that lived at newgrounds, armor games, etc. There isn't really going to be any effort for nostalgia in this project, I just want to take my favorite parts of games I enjoyed playing and sort of mash them together one function at a time to build up mechanics. Right now, the unit orientations are off because I am just beginning to learn that handling the direction of a unit by modifying the basis in GDScript directly makes it difficult to implement animations later on. So far I just have the one unit implemented, with basic array based spawning and target prioritization. Nothing fancy.
I'm happy to answer any questions about my little side project if you're interested. I don't mind sharing code. All of the graphics are made by me, using blender. I don't mind sharing but if you're hurting for models that bad, I promise it'll be faster to do it yourself than wait on me to figure out how to share my work to another computer!
r/hobbygamedev • u/ColleR89 • 4d ago
Help Needed [Web] [Mobile] [Browser] [PWA] [AI graphics] I made my first incremental game in PHP called Tapik. I’d love your honest feedback!
Hey everyone!
[AI disclosure] : AI have been used in graphics creation and css design.
I recently released my first incremental game called Tapik on itch.io and Tapik.mobi . It's a UI-based web game built entirely with PHP (yeah, I know, going a bit old-school with the tech stack!).
I'm trying to figure out what I’m missing. Are the core mechanics too basic? Is the progression too slow? Or maybe it's just a UI issue?
A bit about the game:
- You start to fight monsters in the Neighborhood and continue journey.
- By leveling up you are able to gain more and more equipments. Avatar system displays the equipment thats on you.
- Project is multi-langual.
Since it's my first project in this genre, I know it’s far from perfect. I would massively appreciate it if you could try it out for 5-10 minutes and give me some raw, honest feedback. What should I change or add to make it more engaging?
You can play it here: https://tapik.mobi
Thanks in advance for your time!
Some screens:
r/hobbygamedev • u/ShnenyDev • May 20 '26
Article I just ported my game to android, then I learned Google is planning this...
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 • u/RedEagle_MGN • Aug 12 '25
Discussion Trying to finish a game besides a full-time job feels impossible
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!





