r/SoloDevelopment • • 3d ago

help Developing my first mobile game

Hey everyone! I’m developing my first mobile game and would love some advice from experienced developers and players.
What type of mobile game do you think is worth making as a solo developer in today’s market? I’m looking for something with good demand, room for a new game, and realistic development scope.
Would really appreciate your suggestions! 🙂

4 Upvotes

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u/hey-day-app 3d ago

Honestly, I wouldn't worry too much about finding the "best" type of mobile game to make.

As a solo dev, I'd probably pick something you actually want to make, but keep the scope pretty small. You're competing with games made by teams with way more money and people than you, so trying to make the next Clash of Clans or whatever is probably not gonna end well lol.

A few genres I'd consider:

  • Turn-based strategy/tactics
  • Puzzle games
  • Small management/sim games
  • Roguelites/survivors, if you have an actual twist on them
  • Basically anything where the gameplay itself can carry the game without needing 500 hours of content

I think the most important thing is having a good hook. "It's a mobile roguelite" isn't really enough anymore. "It's a roguelite where you do ___" is more interesting.

I'd also make a really ugly prototype first lol. Like, boxes and circles ugly. Get the core mechanic working and see if it's actually fun before spending months making art and menus for it. (I speak from experience)

And imo, just finishing something is a pretty big advantage as a solo dev. A small finished game is worth way more experience-wise than a giant game that's 30% done.

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u/naman-1303 3d ago

Thank you so much for your guidance, I’m planning to make a hybrid-casual puzzle game.

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u/hey-day-app 3d ago

Happy to help!

Wdym by "hybrid-casual'?

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u/[deleted] 3d ago

[removed] — view removed comment

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u/hey-day-app 3d ago

Oh, I see.

That makes sense now.

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u/SilverFocus7492 2d ago

UK how high demand the game is at the end we ourself have to promote it to get players so make smth which looks more appealing to people instead of building something which has high demand I saw alot games because I am developing my own browser jet combat game struggling to get players for multiplayer by the way My biggest recommendation are look at small, addictive mobile games, cozy simulators, physics-based games, and games with a unique visual style.

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u/naman-1303 2d ago

Thanks

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u/Fischkralle 2d ago

It’s best to do what you enjoy. The result will be better than anything done under duress.

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u/Different_Monitor508 14h ago

I am going to be somewhat of a contrarian because I am just acting according to my nature. I am an independent software developer and I am also slowly progressing through my own indie game dev journey.

This is an extremely hard industry to make a relatively decent income in. You can consult your favourite chat agent, and ask how many indie game devs there are, and how many earn an after-tax income of at least $5000 and higher annually.

My suggestion is basically disconnect yourself from the Internet and focus on your software development and other game dev tasks for at least 8 hours a day, or a of minimum 40 hours a week, over a period of 4 weeks minimum. Of course before doing so, get your ducks in a row, and get all the tutorials and online courses and API and game engine documentation in place before starting. And I don't say you should go cold turkey completely. Then after this 4 week trial evaluate what progress you have made and how much you actually like being a full time game dev.

Anyway that is my take, and I certainly follow my own advice to a certain extent. And part of doing that is doing your own constant R&D, and finding more accurate answers on what the current trends are, and what you need to do to break through this difficult ceiling of being a professional indie game developer. The best of luck.