Categories

  • Announcements regarding hyperPad and our community

    63 Topics
    416 Posts
    KrystalYeeK
    Prefabs and Templates Upgraded Again! Spawnable prefabs and templates let you dynamically create premade objects during gameplay, making your scenes more flexible and efficient. Games like Terraria and Call of Duty: Warzone rely on spawning systems to generate enemies, loot, and interactive elements in real time. With the updated Spawn Object behavior, you can instantly instantiate assets from your Asset Library, speeding up development and creating more dynamic, replayable game experiences. [image: 9679fe34-760a-46f0-913d-033b0a1dc62d.jpeg]
  • Ask Questions about hyperPad or provide cool tips and tricks to other users.

    670 Topics
    5k Posts
    RobinsonXR
    @IAmPotat The Raycast Test behavior outputs a normal field. This is the angle that the ray would travel if it were to reflect. You can use this to rotate an object to that angle, and then use a Calculate Direction behavior to calculate the x_vector and y_vector from the center of the object to where it's facing. You can use those values to determine how much your object moves when a ray has intersected with an object. If you need help on how to use the behavior, this video has step-by-step examples:
  • Find a bug with hyperPad? Let us know here!

    322 Topics
    2k Posts
    RobinsonXR
    @Ya7 In the new beta/update, projects are using a new camera system. This new system was incompatible with older versions of hyperPad that didn't support it (it would crash when opening/playing the project). The new camera system includes the ability to change the anchor of the camera to change how the screen resizes - in Screen Settings, you will see this new feature. If you're experiencing this crash, then that means the app running the projects is out of date and needs to update. Note that the Hub app has not received this update yet as I am writing this - please double check the version. If you can confirm that you are using 2.5 and that the projects are still crashing, something very weird is going on and I'll need to take a closer look at one of your projects.
  • Got a suggestion, or have feedback for hyperPad? Let us know!

    327 Topics
    2k Posts
    RobinsonXR
    @BuiltLord You can already do this. You can select the Global UI layer on the right sidebar and from there you can drag graphics from the Asset Dock to add elements to the screen. You can program the elements to act as buttons.
  • Let the community see what you're working on before it hits the Hub or App Store

    228 Topics
    1k Posts
    Bryce678B
    OpenHL v6.tap Here’s the project!
  • Discuss anything that doesn't fit anywhere else

    213 Topics
    935 Posts
    KrystalYeeK
    A developer on Reddit set out to test a common belief in indie game development: “Good games fail because of marketing.” He searched for games that earned under $1,000 but were genuinely great. What he found instead surprised him. Most low-earning games weren’t hidden gems. They were unfinished, unpolished, or too similar to hundreds of others. For hyperPad creators, this conversation is powerful. It challenges a comforting narrative and replaces it with something more useful: accountability, craft, and strategy. Let’s break down the key lessons and how you can apply them inside hyperPad to build meaningful, sellable games. 1. Most Games Don’t Fail Because They’re Invisible They Fail Because They’re Replaceable In the discussion, many low-performing games fell into familiar categories: Basic 2D platformers Generic 3D horror games Game jam–level polish Minimal visual identity No clear hook These games weren’t “bad people’s efforts.” They were simply indistinguishable. Today’s players have infinite options. If your game feels like something they’ve already played 20 times, marketing won’t save it. Your Takeaway: Before building your game, answer this clearly, What makes this different? What emotional experience am I offering? Why would someone pick this over 50 similar games? If the answer is “it’s fun,” that’s not enough. Fun is the baseline. 2. “Marketing Is the Problem” Is Often a Comfortable Myth Blaming marketing feels safe. It protects your ego. It suggests the product was fine. But visibility only amplifies what already exists. If a game is weak, more exposure just reveals its weaknesses faster. Marketing cannot: Fix poor controls Hide inconsistent art Replace missing progression Add depth after launch Your Takeaway: Inside hyperPad, focus first on: Tight controls Clean UI Strong visual consistency Satisfying feedback systems A polished first 10 minutes Your first 5 minutes of gameplay are more important than your trailer. 3. “Good” Is Not the Same as “Technically Functional” Many low-selling games technically worked. They ran. They had mechanics. They were complete. But they didn’t feel professional. Players subconsciously evaluate: Animation smoothness Sound design quality Menu clarity Tutorial clarity Pacing A game can function and still feel amateur. Your Takeaway: Treat presentation as part of game design, not decoration. In hyperPad: Use smooth transitions Add responsive button states Add sound feedback for interactions Polish your menus Make onboarding intuitive Small improvements multiply perceived quality. 4. Simple Is Fine. Generic Is Not. The Reddit thread revealed something important: Simple games can succeed. Basic games rarely do. There’s a difference. A simple concept with a twist works. A standard platformer with default mechanics does not. Your Takeaway: If you're making: A platformer → add a unique mechanic A puzzle game → introduce an unusual constraint A shooter → innovate on movement or progression A narrative game → create a distinct voice Ask: what would make someone describe this in one sentence? If players cannot summarize your hook, your concept needs sharpening. 5. The $10K Goal Is Realistic — With Strategy The developer in the thread aimed for $10,000 annually. That is not a viral-hit target. That’s a sustainable indie goal. But it requires: Skill development Niche targeting Consistency Iteration Asset reuse Long-term thinking The myth is “most games make nothing.” The reality is: Most rushed, undifferentiated games make nothing. There’s a difference. 6. Meaningful Games Sell Better Than Trend-Chasing Games The strongest indie games often succeed because they: Express a clear personal vision Target a specific audience Solve a specific player desire Deliver a cohesive emotional experience Meaningful does not mean deep or serious. It means intentional. Your Takeaway: Ask yourself: Who is this game for? What problem does it solve? What emotion does it leave behind? Build with purpose, not just mechanics. 7. Stop Building Game Jam–Scale Games as Commercial Products Many low-earning games resembled month-long experiments. There is nothing wrong with game jams. They are fantastic learning tools. But, game jam scope ≠ commercial scope. A commercial game needs: Depth Replayability Content volume Stability Professional presentation Your Strategy: Prototype quickly Validate your mechanic Expand intentionally Polish extensively Playtest seriously Do not stop at “it works.” 8. The Real Competitive Edge: Taste One unspoken lesson from the thread, successful developers develop taste. They know: What looks amateur What feels outdated What players expect in 2026 What standards have risen Taste comes from: Playing many games Studying successful indies Analyzing store pages Reviewing trailers critically If you cannot critique your own work harshly, the market will do it for you. A Practical hyperPad Checklist Before You Publish Before releasing your game on the App Store or hyperPad Hub, ask: Concept Does this have a clear hook? Can I describe it in one compelling sentence? Gameplay Are the controls tight? Is the first 5 minutes engaging? Is there a reason to keep playing? Presentation Is the UI clean? Are sounds consistent? Does the art style match across all assets? Differentiation Why this game instead of similar ones? Who specifically is this for? If you cannot confidently answer these, improve before launching. The Hard Truth That Should Excite You The Reddit challenge unintentionally revealed something encouraging, it is actually hard to find a genuinely great game that earns under $1,000. That means quality still matters. For hyperPad creators, this is good news. You are not competing against perfect games. You are competing against unfinished ones. If you, take polish seriously, build with intention, respect player time, develop taste, iterate relentlessly, and you are already ahead of most releases. Quitting a job to make games is a personal decision. Revenue is never guaranteed. But this conversation shows something important: The market is not randomly cruel, it is selective. Do not just finish a game. Finish a good one, what do you think?