My ambition to become a game developer start over half a year ago, and I've made some significant progress that I'm proud of. I've joined some really useful communities and have been able to develop my skills in Godot because of the support I receive. I plan to keep making and improving my games so that I can hopefully show my imagination in a clearly way. I participate in weekly game jams in order that I can show my progress. My goal is (at some point) to gain a high rating in a game jam.
I mostly use Godot to create my work, with Beepbox and Piskel as my tools for sound and 2D pixel art.
I find it particularly difficult to come up with something fun, inventive and well implemented. Quite a few of my games lack substance on just rely on simple ideas or concepts. I would like to improve while I get better.
Most of my games will be getting tooltips and improved UI at some stage, and some improvements to graphics and music. (feel free to suggest and software to me!) Also title screens, as well as further options to enhance gameplay (colour blindness, sound, ect)
Here are some updates you may expect to see in future patches of my games:
The game will be receiving an art and mechanic overhaul as its idea is good, but the execution was lacking. The idea to make jokes to aliens by speaking their language will be the main focus, and I would love to create a language for the player to learn (and maybe create a notebook for the player to write their ideas down). The art style will be 16- or 32-bit pixel art or will be replaced by vector art (either of which I'm planning to edit into most of my games).
Originally created for the H1H game jam within 20 mins, this short movement-based game is a good starting idea for future movement-based games. I don't plan on adding or removing much from this game, but maybe tooltips (for movement) could be a useful addition, or an updated UI.
The project is only an example of how custom resources of buttons work. I will update it to remove the space bar bug, but nothing much else.
Recently made for the H1H game jam, this project was created to explore the fascinating world of Godot. It includes the tile mapping system from Bridger as well as scene instantiation, pathfinding and a basic scoring system. The game does require a lot of work to make it more understandable, for example better pathfinding AI, as now it only follows specific routing patterns to the exits. An idea to improve on it would be to have each exit allow a specific box type, instead of the goal randomly being moved around. I was also thinking to add raycasts so the boxes have some sense in which direction they can go.
This is one of my best creations to date, with my first proper use of tilemaps (though no tilemap movement as of yet). There are still a few collision bugs to fix, and some new biomes and levels to add, but the game is shaping up well.
The idea of shrinking and growing was cool, but the layout isn't clear, and the art style is quite simplistic. I may improve this with basic tooltips or a new artstyle, but nothing much else. The idea would be better implemented in another game as a secondary mechanic.
A short game, with a few bugs here and there, but nothing to distracting from the main idea. Maybe some more decoration could improve the game, or some new things to eat or some mechanic that allows you to spend blood to become more powerful.
The original version of game. This probably won't receive a major update in the future but some improvements to gameplay and such. Watch out for Cat Box 3!
This version is a vast improvement of the previous with added areas and music and particle effects. I plan to make a more optimised version (maybe by splitting the play area in 16 squares and only loading the ones the players are in). This game is another one of my best games out there, but it can still be improved.
Another showcase of an idea of a draggable object. While this project may not get a major update, the concept will be used in future games.
A simple game based on the 'idle' genre. A good update would fix the bizarre camera angle and maybe I'll create my own 3d bottle assets and cleaner textures in blender instead of just randomised Perlin noise textures. Also sounds effects and music would be nice to add.
To improve the game, I may need to look at other infinite runners. The game feels quite boring and stale at the moment, so something to spice up the gameplay would be cool to add. Maybe some flying mechanic too.
A short horse racing game (similar to those in an arcade). I need to add delta_time to the opponents' horses' speed, as refresh rates are different for quite a lot of people. Also, the simplistic art could be improved, and some better sounds effects for win/lose screen.
This could be a cool character customizer tool is made into a proper game. Maybe I'll create different maps to allow the player to try their creation out.
The game could benefit from a complete redesign. As stated in the 'warning', the game is poorly created, with very little fun aspects and no player engagement taken into account. To improve the game, I would need to add a tutorial level, options to turns off the epileptic lighting. The poor tile design and keyboard binds was a big downer in the game. I would create tooltips and make it so you can cross into other zones, but certain buttons will allow you to speed up.
A funny little game, but an ending screen may be useful to inform the player they have been captured. The idea is quite simple, but maybe the area collision could be made a bit better. (also showing the area to the player would benefit the game very much!) I do need to remove some collision bugs too.
This game shows my branching into 3D tools, though it's not the best in terms of gameplay. I should add a way to allow the player to choose the length they get, but they have to solve puzzles to get the right one. Also, I could expand the map a bit.
Some basic improvements can be made, maybe some new areas and puzzles. It's not entirely clear what the player has to type in the answer box, and it should clear when the player steps away.
Gameplay experience is what these game lacks I think, similar to Horse Run and Drakgon. It's quite difficult to come up with a unique infinite runner concept. I could also add a parallax background to add more depth, and have some kind of powerups to increase the player movement speed.
One of the first actually decent games, with a clever idea. Basic adjustments would benefit the game the most. This was the game in which I learned about collectables and I would like to advance that into 3D design (or item drops for enemies).
The creation is silly and quite ambitious, with lots of bugs, reused assets and unclear movement. I may come back to this at some point to improve it or reuse the 'sticky glue' idea, but it won't receive a major update.
My first game I ever published. I would like to create more phone compatible games like this. Maybe it would benefit from some powerups for the player.
There are some games you can expect in the future. Here is an outline of some of them, but the ideas might change.
This game will be made for the current GWJ with a simple idea or combining powers together to decide the stats of weapons you sell, then you can buy more powerful tools and increase your income as a swordsmith.
The will be another step up from Cat Box 2 with a train to traverse between area, a new swamp biome, a character selector, a minimap with boxes shown, and height variations.
Keep a lookout for these new exciting updates and games and I hope you will grow with me as I journey into more game development. I may also learn to use other tools, like Unity, or learning how to import blender in Godot.
Thanks for reading, have a nice day!
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Wow. Look at all those games! I love that you're keeping track of them, and looking to improve each one. There's a lot of growth to be had there, especially if you enjoy doing it.
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