Hi, thank you for your interest. The situation right now is:
Stuff to code > time available
Since the game have a local skirmish mode with AIs 100% functional I am actually working
on the network implementation because I want to test the game with my friends and kids.
My previous prototype was a fully functional skirmish multiplayer game without AIs (made in Godot3)
which means that I am trying to port old netcode into Godot4.
It's slowly advancing due to my lack of time which is a shame because I feel I am getting close to the
finish line :)
Shadebob Games
Creator of
Recent community posts
Thank you for your feedback, I also really like the concept of spaceships built blocks by blocks and some blocks acting as subsystems. If you check in the assets folder, you will find all the .ini files for each blocks in the game and you can add new ones, tweak existing ones, etc. I plan to make blocks more faction-specifics and add more variety over time.
Hi everyone, I just released an update for my game Infinitrap. The goal of the update was to make the game less frustrating while
keeping it as much hardcore as possible.
InfiniTrap is a fast paced maze game for hardcore players. The game will start off with 40 levels and will be available on Windows, OSX and Linux.
Every level starts with the player character standing on the start tile. The start tile is perfectly safe-- No, trust me. It's safe. Once you leave the start tile, you have a limited time to reach the treasure before the level crushes you. To complicate things, each level will include a number of obstacles to waste your time and possibly kill you. You can make your own levels!
If you like hardcore/ragequit games, grab it and play it at 200% speed increase in hard difficulty :)
https://cobolfoo.itch.io/infinitrap