---
title: "Run Across - My first complete Godot 4.5 mobile game (3 months solo dev)"
url: https://daily.dev/posts/run-across---my-first-complete-godot-4-5-mobile-game-3-months-solo-dev--t7inneqbo
source_url: https://daily.dev/posts/run-across---my-first-complete-godot-4-5-mobile-game-3-months-solo-dev--t7inneqbo
type: freeform
source: "Indie Game Showcase"
author: "Amir"
published: 2026-02-01T14:17:41.590Z
updated: 2026-02-01T14:18:01.473Z
tags: ["performance", "mobile", "game-development", "firebase", "godot"]
reading_time: 2
upvotes: 2
comments: 0
language: en
---

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# Run Across - My first complete Godot 4.5 mobile game (3 months solo dev)

**[Indie Game Showcase](https://daily.dev/sources/indiegameshowcase)** · [@ahmedamirdev](https://daily.dev/ahmedamirdev) · 2 min read · 2 upvotes · 0 comments

## Summary

A solo developer shares their experience building their first mobile game using Godot 4.5 over 3 months. The post covers technical implementation details including mobile optimization techniques (object pooling, shader warmup, quality presets), Firebase integration for authentication and leaderboards, responsive UI scaling, and challenges faced with Android plugins and performance issues. The game features dynamic biomes, combo systems, and runs on low-end devices with 1GB RAM through aggressive optimization strategies.

## Content

Hey Godot community! 🎮

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), any alternatives for godot outside google play store?

What I Learned:

1. Mobile Optimization is HARD

- Implemented 3 quality presets with auto-scaling

- Object pooling for coins/obstacles (zero mid-run instantiation)

- Shader warmup on splash screen (eliminates stutters)

- Reduced physics ticks to 15 on ultra-low devices

2. Performance Profiling

- Custom FPS monitor that auto-downgrades graphics

- Batched UI updates (0.1s intervals on low-end)

- Aggressive LOD for distant objects

3. Firebase Integration

- Anonymous auth + Firestore for leaderboards

- Anti-cheat: server-side score validation

- One leaderboard entry per user (userId as doc ID)

![Screenshot 3-4 Portrait 1200x900 7](https://media.daily.dev/image/upload/s--sRGjgBJ5--/f_auto/v1769705769/ugc/content_0307d4e2-a5fb-488a-9c63-47dbda080ca4?_a=BAMAMiiu0)

4. Responsive UI

- Built UIScaler autoload for consistent scaling

- Supports 480p → 1440p displays

- Touch-friendly buttons (minimum 80px height scaled)

![run-across-biomes](https://media.daily.dev/image/upload/s--e2zcKvTx--/f_auto/v1769705726/ugc/content_6285417c-b2f6-4aca-ab2b-79ec19ac632b?_a=BAMAMiiu0)

Features:

- 🌍 Dynamic biome transitions (Desert/Forest/Winter)

- 🔥 Combo multiplier system (up to 10x)

- 💎 Risk-reward gem placement

- 📱 Runs on 1GB RAM devices

Challenges 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 system

- Daily missions

Links:

Itch.io: https://ahmedamirdev.itch.io/run-across

Questions Welcome!

Ask me anything about:

- Mobile optimization in Godot

- Firebase integration

- Low-poly workflow (Blender → Godot)

- Android export setup

Thanks for all the help from this community! This wouldn't exist without the Godot docs and forums 🙏

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---

Tags: [#performance](https://daily.dev/tags/performance), [#mobile](https://daily.dev/tags/mobile), [#game-development](https://daily.dev/tags/game-development), [#firebase](https://daily.dev/tags/firebase), [#godot](https://daily.dev/tags/godot)

[View this post on daily.dev](https://daily.dev/posts/run-across---my-first-complete-godot-4-5-mobile-game-3-months-solo-dev--t7inneqbo)
