Game Dev•2026-01-20•8 min read•0 views
Run Across - My First Complete Godot 4.5 Mobile Game (3 Months Solo Dev)
Run Across - My First Complete Godot 4.5 Mobile Game
After 4 months of learning and building, I just launched my first complete game: **Run Across**
Tech Stack
**Engine:** Godot 4.5 (Mobile Renderer)**Code:** 100% GDScript (~3000 lines)**Art:** Low-poly models (Blender)**Backend:** Firebase (Auth + Firestore)**Ads:** Unity Ads (custom Android plugin)What I Learned
1. Mobile Optimization is HARD
Implemented 3 quality presets with auto-scalingObject pooling for coins/obstacles (zero mid-run instantiation)Shader warmup on splash screen (eliminates stutters)Reduced physics ticks to 15 on ultra-low devices2. Performance Profiling
Custom FPS monitor that auto-downgrades graphicsBatched UI updates (0.1s intervals on low-end)Aggressive LOD for distant objects3. Firebase Integration
Anonymous auth + Firestore for leaderboardsAnti-cheat: server-side score validationOne leaderboard entry per user (userId as doc ID)4. Responsive UI
Built UIScaler autoload for consistent scalingSupports 480p → 1440p displaysTouch-friendly buttons (minimum 80px height scaled)Features
🌍 Dynamic biome transitions (Desert/Forest/Winter)🔥 Combo multiplier system (up to 10x)💎 Risk-reward gem placement📱 Runs on 1GB RAM devicesChallenges I Hit
**Android Plugin Hell:** Unity Ads integration took 2 weeks
**Collision Edge Cases:** Player clipping through obstacles at high FPS
**Memory Leaks:** Queue_free() timing issues
**Touch Input:** Swipe detection conflicts with UI
What's Next
Cyberpunk City biome (neon aesthetic)Character skins systemDaily missions**Play it:** itch.io/run-across
Questions? Ask me about mobile optimization, Firebase integration, or low-poly workflow!