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  • Announcements regarding hyperPad and our community

    62 Topics
    411 Posts
    KrystalYeeK
    The Theme: Love, Horses & Fire. [image: e09ae9be-f7a4-4944-9ee9-099f3a68698a.png] Your game must incorporate all three elements: Love, Horses & Fire. To celebrate the upcoming Lunar New Year, you are encouraged to draw inspiration from Asian folklore. You may work solo or in a team. Looking for collaborators? Join our Discord to connect with other creators. Rules & Guidelines Games must be created using hyperPad Reusing existing assets or logic is allowed Focus on theme, storytelling, and sharing your progress Games should be playable with a clear outcome Tag your submission with #2026FEBJAM to be featured on the Hub Submission ends February 9th, 11:59 PM EST. Participate in the event to win a cute participation Award. [image: df663148-587f-4a3b-b459-cb0b64b86049.png] If there are at least 5 submissions, the winner of the game jam will win an exclusive Award. [image: 5bb6d2ce-afb8-4908-a976-9b0d030fd5df.png] Judging Criteria Community members will evaluate games based on: Theme: How well the game connects to the folklore inspired concepts and required elements. Design: World design, writing, level structure, UI, and overall experience. Audio: Music and sound effects that enhance mood and emotion. Gameplay: Mechanics, player interaction, and how the world responds. Originality: Creativity and unique interpretation of the theme. Tag us on socials with your progress! We love to see it. Instagram: https://www.instagram.com/hyper_pad/ TikTok: https://www.tiktok.com/@hyperpad YouTube: https://www.youtube.com/@hyperPad
  • Ask Questions about hyperPad or provide cool tips and tricks to other users.

    669 Topics
    5k Posts
    MurtazaM
    Can you be more specific on how you cropped your image? hyperPad has a limited built in image editor that has a crop feature. You can import a graphic, then in the asset library press and hold to bring up the menu, and then select "Edit Graphic" then on the left hand side select the crop tool. If you used an app outside of hyperPad, make sure the image you cropped is saved, and you have imported it into hyperPad AFTER you have made any edits in what ever tool you're using.
  • Find a bug with hyperPad? Let us know here!

    321 Topics
    2k Posts
    MurtazaM
    @Abukhara No there is no limitation like that. Is this happening only for a single object, or any object in your project?
  • 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
    934 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?