Using TikTok-style short videos inside GDevelop games — is it worth it?

Hey everyone,

I’ve been thinking about how platforms like TikTok have completely changed the way people consume content, especially short, fast-paced videos with strong hooks.

I’m curious if anyone here has experimented with bringing that kind of “TikTok-style” experience into a GDevelop project — like vertical mini-games, quick loops, swipe-based mechanics, or even integrating user-generated clips into a game.

Do you think this kind of design actually improves player engagement, or does it feel gimmicky in a game context?

Also, from a technical side:

  • How would you approach something like vertical scrolling/swiping UX in GDevelop?
  • Any performance concerns when dealing with short video-like assets or rapid scene changes?
  • Has anyone tried designing games specifically for mobile with that “scroll and play” mindset?

Would love to hear your thoughts, especially if you’ve tested something similar or have ideas on how this could work in practice :+1:

Just wanted to bump this a bit and share a couple more thoughts after thinking about it more :eyes:

I’m starting to feel like the idea could actually work if it’s treated more like a feed than a traditional game. Instead of levels, it could be more like an endless stream of micro-interactions — tap, swipe, react, repeat. Almost like each “clip” is a tiny playable moment rather than passive content.

Also been noticing how platforms like TikTok (and even modified versions people talk about like TikTok 18 — you’ll see it mentioned on sites like protik18) have trained users to expect instant engagement within the first 1–2 seconds. That kind of behavior could actually be useful for game design — like forcing you to hook the player immediately instead of relying on longer onboarding.

From a GDevelop perspective, I’m thinking:

  • Maybe using one scene and dynamically swapping content instead of loading new scenes every time
  • Simulating a “feed” using camera movement + object groups
  • Keeping everything super lightweight (no heavy video, mostly sprites/animations)

Still not sure how well this would perform long-term though, especially with retention. Like… would people keep playing, or just treat it like a novelty?

Would really love to hear if anyone has tried something like this in production or even a small prototype :raised_hands:

1 Like

No, and I don’t think I want to!