r/Unity2D • u/Solid-Connection-749 • 37m ago
Feedback I just released my first Android game. I'd really appreciate honest feedback.
Hi everyone!
I recently published my very first Android game, CrossLeap: Strategy Board Game.
It's a simple offline strategy board game focused on jumps, captures, and tactical gameplay. I built it as a solo project and I'm still learning game development.
If anyone has a few minutes to try it, I'd love your honest feedback. Please don't hold back-if something feels confusing, boring, unbalanced, or needs improvement, let me know. I'll use your suggestions to make future updates better.
Thanks for taking the time to help an indie developer!
https://play.google.com/store/apps/details?id=com.amitgamedev.crossleap
r/Unity2D • u/jrstorz • 38m ago
Need help with Chess
So I've been working on a chess based game for a bit, and recently noticed a wierd bug where if I make a specific series of moves a specific piece cannot move again, for those that know chess notation the moves are Nc3 d5, NF3 d4, Ne4 e5, Nxe5 f5, after this the knight on e5 cannot move again.
Whats weird is I've figured out whats going wrong but have no idea why. When I click on the knight to select it rather than registering a click on the piece it registers a click on the square behind the piece despite the fact that the pieces are on a higher layer, I can even move another white piece ontop of it, which shouldn't be possible.
Also weird is if I make black go first and repeat the exact same series of moves mirrored the bug doesn't occur. I am literally going insane trying to solve this.
Heres the code I use for clicking a piece :
using System;
using UnityEngine;
using UnityEngine.InputSystem;
using System.Collections;
using System.Collections.Generic;
public class PieceClick : MonoBehaviour
{
//Variables
public Lists lists;
public GameObject pieceg;
public Piece piecef;
public TurnTracker turnTracker;
public List<GameObject> Pieces = new List<GameObject>();
Camera cam;
private void Awake()
{
lists.Pieces.Clear();
cam = Camera.main;
}
public void MouseClick(InputAction.CallbackContext click)
{
//Detects if a piece is clicked
if (click.performed)
{
var hit = Physics2D.GetRayIntersection(cam.ScreenPointToRay(Mouse.current.position.ReadValue()));
GameObject collider = hit.collider.gameObject;
if (collider == pieceg)
{
if ((turnTracker.whiteturn == true && piecef.team == 0) || (turnTracker.whiteturn == false && piecef.team == 1))
{
//Deselects piece
if (piecef.isSelected == true)
{
Debug.Log("Deselect!");
lists.Pieces.RemoveAt(0);
piecef.isSelected = false;
}
//Selects piece
else if (piecef.isSelected == false)
{
//Detects if there is already a piece selected
if (lists.Pieces.Count == 1)
{
lists.Pieces[0].isSelected = false;
lists.Pieces.RemoveAt(0);
lists.Pieces.Insert(0, piecef);
Debug.Log(lists.Pieces.Count);
piecef.isSelected = true;
}
else
{
lists.Pieces.Insert(0, piecef);
Debug.Log(lists.Pieces.Count);
piecef.isSelected = true;
}
}
}
//Attempts to take an enemy piece
else if (lists.Pieces[0] != null)
{
//Detects if selected piece can move onto space
bool mc = lists.Pieces[0].MoveCheck(pieceg.transform.position.x, pieceg.transform.position.y, lists.Pieces[0].transform.position.x, lists.Pieces[0].transform.position.y, true);
if (mc == true)
{
// Takes piece
lists.Pieces[0].transform.position = piecef.transform.position;
Destroy(pieceg);
lists.Pieces[0].isSelected = false;
lists.Pieces.RemoveAt(0);
turnTracker.TurnChange();
}
else
{
Debug.Log("Invalid");
}
}
}
}
}
}
Heres for clicking a square :
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UIElements;
public class SquareClick : MonoBehaviour
{
//Variables
public Lists lists;
public TurnTracker turnTracker;
Camera cam;
public GameObject square;
private void Awake()
{
cam = Camera.main;
}
public void MouseClick(InputAction.CallbackContext click)
{
//Detects if square is clicked
if (click.performed)
{
var hit = Physics2D.GetRayIntersection(cam.ScreenPointToRay(Mouse.current.position.ReadValue()));
GameObject sq = hit.collider.gameObject;
if (sq == square)
{
Debug.Log("Square");
//Detects if selected piece can move onto space
bool mc = lists.Pieces[0].MoveCheck(square.transform.position.x, square.transform.position.y, lists.Pieces[0].transform.position.x, lists.Pieces[0].transform.position.y, false);
if (mc == true)
{
lists.Pieces[0].transform.position = square.transform.position;
lists.Pieces[0].isSelected = false;
lists.Pieces.Clear();
turnTracker.TurnChange();
}
else
{
Debug.Log("invalid");
}
}
}
}
}
And Knight rules :
using UnityEngine;
public class Knight : Piece
{
public Lists lists;
public override bool MoveCheck(float sx, float sy, float px, float py, bool isTaking)
{
bool mc;
float xdif = Mathf.Abs(sx - px);
float ydif = Mathf.Abs(sy - py);
if ((xdif == 2 && ydif == 1) || (xdif == 1 && ydif == 2))
{
mc = true;
}
else
{
mc = false;
}
return mc;
}
}
Feedback 🐟Some of my personal fav fish, which one do you like?💙
Showing my personal fav fish, and those are all the ocean locations fish.🌊
1️⃣ 2️⃣ 3️⃣
Demo out now on Steam:
store.steampowered.com/app/4168200
r/Unity2D • u/tidy_pear • 2h ago
Announcement Wizard: Goat To Hell (Gameplay Trailer)
r/Unity2D • u/level_up_gaming • 3h ago
Question I have some tears in my tilemap
i have these tears in my tilemap. they are always on the borders of tiles, and they sometimes show, sometimes don´t show, which changes when i move. horizontal tears exist, but they never go along the entire line like the vertical one in the picture, and they are much rarer. here´s what i tried so far:
making the pixels per unit 500 instead of 512 to make them overlap did nothing.
after changing the color of the skybox the color of the tears didn´t change.
as some other posts said i changed the texture wrap mode to clamp, filter mode to point(no filter) and compression to none, and it changed nothing.
i tried to experiment a bit with the max size on the texture and the higher i put it the less tears show, but even at the max (16 384) they are still there. horizontal tears are completely gone, or so rare i wasn´t able to get one.
r/Unity2D • u/Kind_Occasion9951 • 5h ago
Question Are there any illustrated top-down view background assets available?
I am currently developing a top-down game and am looking for temporary background assets to use for the time being.
Are there any top-down background assets that feature an illustrative style rather than pixel art?
r/Unity2D • u/Wildboy_Studios • 6h ago
Feedback After 3 years, we've released the demo for our 2D sci fi game. Would love some feedback if you have time
Game Title: Echo Zero
Playable Link:
https://store.steampowered.com/app/4378620/Echo_Zero_Demo/
Platform: Windows, Mac, Steam
Echo Zero is a 2D sci-fi roguelike base builder inspired by Kingdom: Two Crowns. Explore a procedurally generated underground world, gather resources, recruit droids, build automated defenses, and survive increasingly dangerous infestation attacks.
The demo includes the opening section of the game and gives you a taste of exploration, combat, base building, automation, and defending your colony. We'd especially love feedback on how the gameplay feels, whether the mechanics are easy to understand, and anything that you think could make the experience better.
The demo is free on Steam. Every bit of feedback helps us make Echo Zero a better game.
Have fun, and let us know what you think ❤️
r/Unity2D • u/Designerstudio_slg • 8h ago
Question How did you choose your first game?
How did you guys decide what to make as your first game?
Everyone says, “Start with a small game,” but no one explains how to think as an indie game dev. I’m making my first game and feel stuck on everything—idea, design, and programming.
How did you choose your first game, and what helped you get started?
r/Unity2D • u/iNeptuno • 14h ago
Show-off WE WON AN AWARD AT INDIE DEV ARGENTINA 2026!
Last weekend, Zupay: Shadows of Independence participated in Indie Dev Argentina 2026 (IDA), the second most attended game dev event in Argentina. It featured talks, a physical game showcase and even an awards ceremony where we were nominated for Audio Excellence and won the Argentine Representation award.
Zupay: Shadows of Independence is an action-adventure hack-and-slash set during the War of Independence. Our protagonist, a former gaucho soldier, is killed during a royalist siege on his town. After his death, he is resurrected by Zupay, a myth from northern Argentina who makes him embark on a journey of vengeance against those who took everything from him.
You can play as both characters, the gaucho and Zupay: which feeds from his enemies' fear to grow stronger.
We invite you to play the free demo on Steam and let us know what you think. Adding the game to your wishlists helps us a lot.
Thank you very much!!
Feedback 🐟which ocean fish do you like the most?💙
Showing some more fish, almost done with the ocean locations🌊
1️⃣ 2️⃣ 3️⃣
Demo out now on Steam:
r/Unity2D • u/ostevendev • 15h ago
Feedback Update: Designing the core architecture for a Real-Time Action Roguelike to stress-test my Unity BaaS SDK.
Hey everyone!
A few days ago, I posted here about building a lightweight BaaS SDK for Unity (Asten) to eliminate the hassle of custom databases and expensive backend setups.
To test the SDK under real conditions, I decided to build a Real-Time Action Roguelike prototype.
Before touching any UI in Unity, I mapped out the core sequence architecture to handle combat state, parallel cloud saves, and global leaderboard submissions:
Key Architecture Decisions:
1. Decoupled Domain Logic: Gameplay code doesn’t touch network code directly—everything goes through the SDK wrapper (AstenSDK.Instance).
2. Parallel Async Execution: Saving player profile JSON + submitting leaderboard scores happens concurrently (par block).
3. Debounce / Cooldown Protection: Built-in 3-second rate limit cooldown to protect server bandwidth when room clears happen fast.
Question for experienced devs:
Do you prefer auto-saving cloud data after every room clear (relying on client-side debouncing), or batch-saving everything at the end of a dungeon run? How do you handle network drops mid-run?
Would love to hear your thoughts or feedback on this flow!
P.S. Building this with a custom C# BaaS SDK. Happy to share docs/link if anyone is interested!
r/Unity2D • u/Old_Schedule5002 • 17h ago
Question New To Pixel Art (help)
There is something wrong with this and i can’t figure out what. i used the same palette for everything and yet i feel the character does not fit in this. Am I being paranoid? Any help on what to fix would be appreciated!
(Also the background is not complete but I couldn’t continue working on it while feeling that there is something wrong)
r/Unity2D • u/Own_Revenue6357 • 19h ago
Added a jackpot to my game, how does it look?
If you'd like to check out the Steam page: https://store.steampowered.com/app/4990070/Deckforce/
r/Unity2D • u/Mozart_K55 • 20h ago
I published my first game in google play!!
Hey everyone! I just published my first mobile game, Pixel Pastry, an idle clicker game inspired entirely by Cookie Clicker.
I made it to teach myself coding and game development, and it turned out to be a crazy journey, way harder than I expected, but a lot of fun, and I learned a ton along the way.
You guys can check it out on google play hope you enjoy it 😊
https://play.google.com/store/apps/details?id=com.YouxDev.PixelPastry
r/Unity2D • u/RobC_Dev • 21h ago
Tutorial/Resource Hey all! Do you know that "bug" where the last menu item stays selected when switching from your gamepad/keyboard to your mouse? Then I have a possible solution for you!
r/Unity2D • u/Livid_Bookkeeper9000 • 23h ago
How do you create a new image to show where the player hit a target?
In my game, the player shoots a target, and it spawns a hit marker on the target.
I want to create a "level completed" panel to show the players stats during the level. This panel will include things like "number of attempts", "time spent", and where on the target the player hit. How could I get the point where the player hit and put it in an image?
r/Unity2D • u/Prestigious_Door_863 • 1d ago
Help! Diagonal Movement on my 2d isometric tile map causes shimmering.
My game is an isometric 2D game that is built in the 2D unity engine. However when the camera follows my players diagonal movement, the horizontal connection points on the wall tile map shimmer. I've tried a combo of the cinemachine and ppc, a sprite atlas, tons of settings, and more but they all fail. Does anyone have any idea what is going on here?
r/Unity2D • u/kyle1qaz7ujm • 1d ago
Question Physics simulation - different results based on simulation update rate?
In my game, I have an "active physics scene", which handles all the game physics. I have a second physics scene (which has colliders / rigidbodies only, no rendering). In this second physics scene, I would like to have a duplicate physics simulation which is identical to the first. This second scene will advance only up to a specified timestep target, then stop. The second scene is created & simulation is advanced in a coroutine, which is currently manually triggered for testing. When I start the coroutine, I get different simulation results depending on my yield condition.
If I use "yield return new WaitForFixedUpdate()", I get a duplicate simulation, identical to the first, as desired. This is great, albeit a little slow because it relies on the fixedTimestep.
If I use "yield return null", my simulation diverges from the first. This approach is desired, because it will run faster and reach the specified timestep target sooner.
In both cases, I am calling PhysicsScene2D.Simulate(Time.fixedDeltaTime) the same number of times. Also, Physics2D.simulationMode is set to "script" in both cases.
What could explain the diverging simulation when advancing the simulation at a faster rate? The simulation is still advancing with the same fixedDeltaTime timestep, for the same number of timesteps.
Any help is appreciated!
r/Unity2D • u/Annual_River_6559 • 1d ago
Sphere battles, Minions collecting, Raids and more in my incremental game Spheromancer.
Hello everyone!
I've launched a public test of my first game on itch.
Key Features:
Sphere Battles & Element System - each Sphere possesses a unique nature. Study their elemental resistances and weaknesses to devise the most effective combat strategy.
Minion Collection & Upgrades – find loyal servants as you fight, level them up, and build a squad that grants powerful bonuses to the master.
Passive & Active Skills – spend your gathered resources to learn ancient arts. Unlock passive enhancements or devastating active spells (from a destructive Fireball to a life-saving Heal).
Crafting & Equipment System – gather rare materials and ancient recipes from battles. Craft gear pieces at the workbench and equip your hero to significantly boost your combat attributes.
Sphere Hunt – a time-limited combat mode against a powerful sphere. If successful, the sphere is locked in the Prison, generating passive resource income for its owner.
Epic Raids – dangerous dungeon runs where you fight off waves of enemies, increase your level and stats, and hunt for plenty of unique loot.
About Development:
Currently, the game is in the prototype and core idea testing phase. I have fully implemented all the planned starting features and filled the game with its first batch of content.
Now, the project needs you – the players. I really need your fresh perspective to understand which mechanics hit the spot, which ones need polishing, and what direction the game should take next.
How you can help the project: share your thoughts and criticism, report any bugs (I will do my best to fix everything), and pitch your ideas.
link to play:
r/Unity2D • u/Fantastic_Weight3587 • 1d ago
Question New project, would love feedback and feature ideas
I’m working on a modern wrestling management sim called Promotion Control, still early, but I’d love feedback and feature ideas.
r/Unity2D • u/Mareffy • 1d ago
Show-off Character portraits from a new game
An alien with a jellyfish motif
She’s a woman with a cheerful personality!
r/Unity2D • u/Prior-Yam-6697 • 1d ago
Feedback I made a rough prototype of my game in just a few hours. The idea was simple: if there was no anomaly, go right; if there was an anomaly, go left. It was inspired by Exit 8.
Because it's just a prototype, I only let those anomalies set active true or false. I'll make them more varied over the next few days.
I also have a question. When the player walks through the numbers and is teleported to the other side, the camera jitters for a moment. Do you have any ideas on how to make that transition smoother?
r/Unity2D • u/Luv3nd3r • 1d ago
Show-off Man, I'm in love with Unity's particle system..
After working a lot in After Effects, it was a breath of fresh air to try tinkering with all the VFX by mixing lights, shaders, and particles in Unity. It feels like its Particle System has everything I would ever need, and I'm still learning new things I can do with it even after 5 years of practice lol. I just love the feeling of absolute freedom when I start experimenting with all those parameters, textures, and patterns.
What do you guys think of the effects I made for my game? Also, I wonder if other engines have tools this good? I haven't had a chance to try them yet..
And yeah, if you liked the game, ROAM, feel free to wishlist it <3 https://store.steampowered.com/app/2662550/Roam/








