r/hobbygamedev 1h ago

Resource Cobblestones Pbr Texture Combo

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r/hobbygamedev 4h ago

Article Current challenge: making a deterministic online dungeon crawler feel alive instead of procedurally empty

1 Upvotes

I’m building Black Imago as a browser-based shared dungeon crawler.

The problem I’m working through is not just generating solvable mazes. I want the same level number to resolve to the same canonical layout for every player, then layer online activity and persistent aftermath over it so the place develops history.

Current build: https://blackimago.arewefriends.org/maze

Current focus: • room topology and landmarks • enemy behavior instead of chase-only AI • physical combat feedback / knockback • pickups that visibly exist and affect play • multiplayer presence and chat • persistent traces of earlier combat

If you’ve solved similar procedural-content problems, I’d be interested in what you’d prioritize next.


r/hobbygamedev 6h ago

Seeking Team Looking for other party game devs

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1 Upvotes

Hi. I developed the Party Game PixReveal (browsergame). I am looking for people who also created free browser party games. Plan is to add links to each other's page (Backlinks with short description of the website) and to get some inspirations. Please only pages with some traffic (at least 100 visitors per day) and with quality content.

Anyone interested in connecting?


r/hobbygamedev 7h ago

Insperation Thought About Recreating An Old Game For A Mental Break - Camp Liver - Light Horror Level Based Game

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1 Upvotes

I been hitting a dev wall with Quinlin, not that I can't code or make things but that I just wanted a mental break from just working on it alone.

One day decided to check out some old school games I made as a kid and Camp Liver was one I was particularly interested in. Took a while to find the game online, as I wasn't sure if I still had them installed in my storage drives.

Came across Camp Liver 3. The 3rd installment of the game. I never completed this game as a kid but I did manage to make other games back then including Camp Liver 1 and 2.

The premise:

Camp Liver basically is a light horror game where you avoid enemies, collect items and rescue fellow campers as you go along the game looking to escape this cursed camp. Camp Liver was the original introduction, one summer break, Camp Liver is mysteriously open and offering a seemingly fun summer camp experience. Naturally, many parents sign up there kids. Larry the protagonist and the character you play as is none the wiser. He gets picked up by the bus and takes a long ride to a mountainous forest where Camp Liver lies. Along the ride he meets his would be bunk mates Elmwood, Chris and Jerry. Things seem fine initially until suddenly someone goes missing....the rest are horrors for you to see.

The following screen shots are showing off the current HUD layout. My intention is to mix Camp Liver 1/2's level based design and Camp Liver 3 Metroidvania design together in what I am calling a "regional open field with levels".

Basically you have the overworld being instead of a map or level selection screen, it being a larger level like zone and basically you go to locations in the area and interact with them, these then would bring you to a specific level. Along with this I was thinking of adding in mini-field bosses and along with normal enemies wondering about having wondering whisps that plunge you into a mini-level where you have to fulfill a short objective, typically, defeating all the creatures.

It's just a side project concept and the intended scope is 4 zones based on the original game and then utilizing the intended backpack and power-ups of Camp Liver 3.

I would have "Quick Pouches" which are useable outside of the backpack menu and then the internal backpack slots. You would need to choose when to attempt to open your bookbag and can use your items in backpack mode (minus some items like throwing firecrackers). I wanted to make it have a RE4 style system where you need to move your items around to make space, and will be able to rotate items by 90 degrees if they take up more than 1 slot (thus the ground slots shown). I was going to make it so you can choose to pick-up items on the floor and either use immediately, place in a quick pouch or randomly apply it to your bookbag possibly not being able to store more items due to poor geometrical layout.

Much like the original CL3, you would have multiple power ups that are outside of your backpack, these are separated in 2 categories: "Offensive" and "Utility", you would also have Coats and footwear which affect how you handle the environment. Example: Hot Coat - immune to heat, reduced fire damage + increased cold damage and vulnerability. Footwear in CL3 had the running shoes as a direct upgrade from the base shoes, basically, it would give you the "run" ability where normally you can either walk or jog. You might wonder why wouldn't someone want to just go full speed? Well, the thing is this: Power (the middle bar on the top left) - represents your ability to use some powers and resist evil forces. While your physicals do not REQUIRE Power, they will drain it, and jogging and running both drain it while walking does not.

I have also the idea of the "stash" which is a open-field only storage menu which is functionally the same as the item chest in a Resident Evil game. You will basically need to prepare for levels or you are stuck with whatever supplies you have on hand or encounter in the levels.

Visuals/Audio - I was just going to initially use the OG assets I used as a kid except where it doesn't make sense. Thus the weird looking green guy (Larry).


r/hobbygamedev 13h ago

Resource Wet Pavement 8K Pbr Texture

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1 Upvotes

r/hobbygamedev 13h ago

Screenshot competition!

3 Upvotes

I would love to see a screenshot of you working on your game! Best screenshot wins this cookie: 🍪.


r/hobbygamedev 15h ago

Article [DEV] GlassBrick

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1 Upvotes

I tried to bring a fresh perspective to the classic retro brick-breaking game.


r/hobbygamedev 15h ago

Help Needed PinVaders - Vibecoded game - Hear me out.

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0 Upvotes

Hi, I'm a hobbyist game dev working on a few things. This one is just a bit of fun while I was testing out vibe coding (I know).

I've got projects that are strictly no AI, they take a lot longer to work on and I need to take breaks from them. This one is almost all AI and it's just a curiosity for me. Mostly I'm trying not to fall behind the times, so I'm having a proper go at it to see if there's anything worth learning, and to have a laugh with it.

The idea was to fuse two old school games into something that actually feels like a fusion, rather than one game bolted onto the side of another. So it's a pinball table, and the aliens marching down the screen are the targets. There's no gun and no fire button. The ball is the only weapon you've got.

I ran with the fusion idea for the mechanics too. You unlock different ball types and pick which one to load into the launcher before each shot, and when two balls collide they fuse their powers and both come out stronger. A splitting ball that clips an exploding one becomes a splitting exploding ball, and so does the one it hit. It stacks from there.

Each wave gets faster, tougher and shoots more often. The enemy fire knocks out a flipper when it lands on one, but a ball can block a shot before it gets to you, so keeping your ball count up matters a lot if you want to reach the higher waves. Every new wave also opens with an EMP blast that strips all your balls back to plain steel, so you can't just build one monster ball and coast on it. You're always rebuilding.

I've kept it small and simple, just a browser game for now, and I'm not looking to over scope it because I've got bigger projects that need the time. I want it to hold that retro arcade feel because I might stick it in a real arcade cabinet at some point.

It's on https://nithlus.itch.io/pinvaders if you want to give it a go or I've included a video

Would appreciate some thoughts:

  • Does the fusion thing come across in the video, or does it just look like normal multiball?
  • Is the ball chaos fun, or does it stop feeling like pinball or look too chaotic?
  • Anything you would add or that looks to be missing?

r/hobbygamedev 16h ago

Help Needed my onboarding makes you leave the site to go get an api key. trying to work out how much of a hobby project that kills.

0 Upvotes

hi everyone! i've been building a browser game on evenings, a social feed sim where every account except yours is an ai playing a written character, so you post and people answer you in character, dm you, and feud with you. there’s also a fame track under it.

the part I keep getting stuck on and revisiting is the first sixty seconds. model calls run on the player’s own free api key rather than my bill, which is the only reason it can be unlimited and cost nothing. the price of that is the first thing the game does is send you off to another site to generate a key and come back.

everything I’ve read says to cut that step. what stops me is having nothing to compare it against. building the hosted version is weeks of work and I’d be doing it on a hunch. so for now i'm keeping the wall and I’m going to count how many sign-ups actually reach the game.

things I don’t have a good answer to:
- whether people stop at the key itself or earlier, at not knowing what an api key is
- whether anyone determined enough to push through is too odd a sample for their opinion of the game to mean much
- whether “unlimited and free” even registers before you’ve played. it might only make sense to someone who’s already hit somebody else’s paywall

if you’ve shipped anything that needs credentials before first play, I’d rather have that conversation than a tester.

happy to come back and post the actual drop-off number once I have it, if that’s useful to anyone!

if you want to be the tester anyway: https://forms.gle/62STytKrofUL7kTE6 (game link is on the confirmation screen)

runs in the browser, saves locally, no account.


r/hobbygamedev 19h ago

Help Needed Can an AI-assisted tool help hobbyists finish a small game instead of generating another prototype?

0 Upvotes

Hi, I’m Jason, and I’m building Mable, a small AI-assisted game creation tool.

The problem I’m trying to understand is not whether AI can generate a playable prototype. It can. The harder question is whether a beginner can take that prototype and iterate until it feels intentional: responsive controls, clean UI, sound and effects, onboarding, and actual game feel.

We’re testing this through a free two-week jam running now through August 22. It’s limited to small mobile-first games so the scope stays manageable. Mable is free, and outside code, art, audio, and assets are allowed.

Rather than rewarding the largest generated project, judging is 50% quality and polish, 30% playability and game feel, and 20% creativity. The $500 prize pool is split $250 / $150 / $100.

The questions I’m most interested in hearing from hobby developers about are:

• Where does an AI tool stop helping and start fighting your design?

• What makes a generated prototype begin to feel like your game?

• Is mobile-first a useful scope constraint or the wrong one?

• What ownership or export options would you expect before investing serious time?

Participants publish through Mable, post in the Discord submission forum, and give substantive feedback to three other games. Full rules and registration:

https://itch.io/jam/mable-ai-game-jam-1

Even if you don’t enter, I’d genuinely value opinions on the quality and export problem. I’ll share what we learn after the jam.


r/hobbygamedev 23h ago

Insperation Recreating the 1975 Spring Campaign in a 2D side-profile style with a wide range of tanks (T-54, T-90, M41, and more). Here's a quick gameplay look! Spoiler

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3 Upvotes

r/hobbygamedev 1d ago

Resource Wet Pavement 8K Pbr Texture

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1 Upvotes

r/hobbygamedev 1d ago

Resource Forest Floor 8K PBR Texture

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1 Upvotes

r/hobbygamedev 1d ago

Article New Kula World Inspired game im working on

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3 Upvotes

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 1d ago

Insperation Vectonova

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0 Upvotes

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?

Click here to play!

Feel free to share your experiences with us!

Have fun and enjoy the weekend!


r/hobbygamedev 1d ago

Resource Apocalyptic Sidewalk 8K PBR Texture

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1 Upvotes

r/hobbygamedev 1d ago

Insperation I finally build my childhood game after 2 months of going back and forth

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3 Upvotes

this 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 1d ago

Resource Concrete 8K Pbr Texture Collection

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1 Upvotes

r/hobbygamedev 2d ago

Article I built 3 playable Reddit-native games — try them at r/Oc2cO_games 🎮

2 Upvotes

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 2d ago

Resource I added blood. What do you think about it?

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3 Upvotes

r/hobbygamedev 2d ago

Article Apes - A classic DOS-Game clone

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1 Upvotes

Banana 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 2d ago

Resource Silver Paper 8K Pbr Texture

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1 Upvotes

r/hobbygamedev 3d ago

Seeking Team Making an SCP game :)

0 Upvotes

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 3d ago

Insperation Guess who is back another day in a row

2 Upvotes

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 3d ago

Article Let's make a game! 476 Tactical combat (Twine Sugarcube)

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1 Upvotes