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Ludonauta

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A member registered May 16, 2016 · View creator page →

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(2 edits)

Good morning, ludonauts. 

Our research and development team created a report to help you get the best out of your Space Suit. The instructions show how to use it to dynamically adapt to the surfaces' center of mass.

With that, you will be able to jump around floating objects and walk around them easier, instead of floating downwards in the direction of the void of unknown. Click below to understand:

Mario Galaxy Movement with the Ludonaut Platformer Character

— Henrique Campos

(3 edits)

Our research and development team is currently working on a device that will help you create replicas of any object in your inventory!

Using this device you will be able to create infinite duplicates of an object by assigning a template.

Our research team reported that the Handheld Replicator is capable of not only create these duplicates, but also has the power to create multiple duplicates at once and distribute them around any given shape.

With this new technology in your hands, our expectation is that you will be capable of dynamically shape the reality whenever you need something to just pop in the world.

If you want a training lesson before diving into action, a mini course will be available as well. Please, turn the Announcement notifications channel so you don't miss when your Handheld Replicator arrives.

---

Translation

We are working on a new asset pack for a Spawning System. The asset will come with several tools to help you not only create instances of scenes in your Godot game's 2D world, but also define how many and where they should appear.

It supports using Path2Ds to distribute instance of objects along the path, it also uses a Circle2D to distribute objects around the circle based on how many segments you define (e.g. if you set 4 segments it will shape like a square, if you set 6 it will shape as an hexagon). It also supports distributing randomly inside an area.

With this system, my goal is to help Godot users solve once and for all the need to create objects in their game worlds. From enemies to looting, from visual effects to text prompts: the Ludonaut Spawning System will be your ultimate tool to create dynamic objects in real time.

Coming soon~

Thaaaaanks!~

Glad you liked it 🧑‍🚀💜

Leeeeet's gooooo! 🚀

Super Ludonaut Galaxy soon (?) 👀 

It's up! Take a look at the announcement post

Your Space Suit Has Arrive: Godot Engine 2D Platformer Character Asset Pack

Take a look at what your space suit is capable of:

Absolute Gravity Override Relative Gravity Override Native Local Multiplayer Support Slope and Moving Platform Support

Grab yours for free, or pay an instructor to help you get used to it!

Welcome to the creeeeew

I already have 3 exclusive (or rather early access) tutorials available.

You should get your invite to join the https://itch.io/board/5704380/-launch-crew this week. I just set it up here.

By the way, take a look at the Mini Course, it now has all lessons available! Your space suit is really powerful:

Absolute Gravity OverrideRelative Gravity OverrideNative Local Multiplayer Support

Hello,

In the Rewards documentation it is said that we can create a $0 reward to make a "giveaway" or allow limited free access to a project.

This strategy makes sense if we can get in touch with these people somehow, letting they know we're updating the project or engage with them to see what they are thinking about the project.

When sending an email, it displays the amount of people who claimed the said free reward, for instance 12 recipients for the email. But when sending the email, it only considers those who actually paid for the game/asset, e.g. 3 people.

Shouldn't the email system either display the actual amount of recipients or, preferably, send the email to all reward owners (even if  they didn't purchase the product)?

Your space suit has landed at the Headquarter and it's ready for deployment. This is your chance to finally move around and explore the cosmos. Take the chance to run, jump, and land with precision.

The suit comes equipped with everything you need: a gravity-agnostic movement system that adapts to any terrain, physics-based animations that respond to every action, and modular controls that work whether you're piloting solo or commanding a crew of characters.

For those joining the Launch Crew, you get access to the complete training program, including an exclusive mini-course that teaches you how to extend and remix the system for your own missions.

Only 100 seats available on the Launch Crew. This offer expires March 15th, 2026. After that, the regular price takes effect and the Launch Crew Lounge closes to new members.

Add it to your inventory (create an itch.io collection for this and future assets) and use it wisely.


Translation

The Godot Engine 2D Platformer Character asset pack is now live. This is a plug-and-play character controller built for Godot 4.x with smooth animations, modular design, and a gravity-agnostic physics system.

What's included:

  • Animated Ludonaut avatar (running, jumping, falling, landing, idle)
  • Ready-to-use CharacterBody2D movement system
  • Keyboard and gamepad controller components
  • Demo project with moving platforms and UI prompts (Pro tier)
  • Full mini-course teaching the technique (Master tier)

Launch Crew special: Get the Master tier (normally $7.99) for $4.99 as one of the first 100 ludonauts. You also get exclusive access to the Launch Crew tab here in the community, a members-only board with early updates, bonus tutorials, and direct feedback channels.

How to get it:

  • Beginner (free/pay what you want): Asset Pack only
  • Pro ($1.99+): Asset Pack + Demo Project
  • Master ($7.99+): Everything + Mini-Course
  • Launch Crew ($4.99+): Master tier + Launch Crew tab access

Enjoy~

— Henrique Campos

Top-down shooter is the next iteration on my cookbooks! I already have all chapters planned and as soon as I have something concrete to share I'll start the funding process to get it done!

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Heh, patterns are my passion. I love GDQuest and his mission. We have different approaches to coding and development philosophy.

While their content focus more on the engineering building custom complex systems, I rather rely on design foundations, leaving the heavy lifting work to Godot itself. Usually my content offers "Godot-first" solutions, like using Animations and AnimationTree as a built-in State Machine (not only for graphic states but for any system, I usually use them for AI as well).

I'd recommend @The Real Mr. Ed to take a look on my Platfomer Essentials Cookbok, it offers 16 "patterns" for Platformer games.

What do you mean by "passive playing"? Like...idle games?

Good morning, traveler.

As a welcoming gift, we're happy to announce that your space suit is about to arrive and it will come with a testing playground so you can get used to it.

For the first time, you will be able to run and jump around. Perfect for creating platformer games. Don't forget to add it to your inventory and use it wisely.

If you want a training lesson before diving into action, a mini course will be available as well. Please, turn the Announcement notifications channel so you don't miss when your Space Suit arrives.


---

What does that actually mean?

I'll release a free asset pack this week. The asset pack comes with an animated Ludonaut using cutout animation techniques for smooth movement. It also comes with a ready-to-use platformer character.


You will be able to access a mini course where I teach how to use the asset pack using the demo available in the project page as the course's case study. The mini course will be available for $4.99.

The goal with that is to equip you with ready-to-use assets to help you make great games.

To get notified about asset pack releases, subscribe to the Announcements channel!

Hey hey~

Could you check your inbox again and test if the solution presented in the new email worked?

Hey there! I just sent a new email with a solution. Can you confirm it worked?

Hey, thank you for the heads-up. Please edit your comment removing the screenshot as this made the key publicly available.

I just sent a new key fixing the issue, could you confirm it worked?

Hey! Can you confirm you regained access? I just sent a new email.

Rogue like by any chance? 👀

Hi!

A Sokoban-like? That’s a great start, especially to deal with puzzle design. You have a good path to walk.

I'm making my second commercial game.  It's a 2D top-down shooter zodiacal space opera.

I'm still figuring out the level system. But it's getting to places:

Any gameplay videos about yours?

Hi, I'm going to send a key to all buyers tomorrow.

It seems like with the new file and price, itch.io didn't give access to people who acquired the PDF file prior to the update.

You should get an email tomorrow morning! Thanks for reaching out.

Hi!

VERY SOLID entry. I love those platformer puzzles that challenge specifically my ability to maneuver through the mechanics. In terms of mechanics, this was the most solid entry I played.

I missed the application of the jam's theme: Giant Monster Foot and Maze, though.

I loved the graphics. You went full minimalistic but took the time to actually design shapes that communicate the objects' behavior (like the bullets being triangles in contrast with the character being a square, meaning that the bullets are dangerous and would hurt the character).

I also missed some SFX and BGM, but I can't say much since my own entry doesn't have those as well.

This entry could definitely make some use of moving platforms as well and I see a lot of potential for a casual audience. I have a friend that launched a similar game for this niche, if you want to I can connect you guys so he can give you some insights about his game performance and what you can expect if you decide to release a full version of it, his game is Steve is Alone.

Here's my play session of your game:

Hi!

VERY SOLID entry. I love those platformer puzzles that challenge specifically my ability to maneuver through the mechanics. In terms of mechanics, this was the most solid entry I played.

I missed the application of the jam's theme: Giant Monster Foot and Maze, though.

I loved the graphics. You went full minimalistic but took the time to actually design shapes that communicate the objects' behavior (like the bullets being triangles in contrast with the character being a square, meaning that the bullets are dangerous and would hurt the character).

I also missed some SFX and BGM, but I can't say much since my own entry doesn't have those as well.

This entry could definitely make some use of moving platforms as well and I see a lot of potential for a casual audience. I have a friend that launched a similar game for this niche, if you want to I can connect you guys so he can give you some insights about his game performance and what you can expect if you decide to release a full version of it, his game is Steve is Alone.

Here's my play session of your game:

Hey, bold move on going 3D!

Handling camera is definitely a challenge when working with 3D platformer and you managed to workaround it nicely by fixing its rotation and the overall game grid to 90 degrees increments. Something I'd suggest is to make the light follows the character instead of the camera. This would had helped me a lot navigate this maze!

Regarding the overall game, I missed incentives to keep playing it. There were no mechanics that gave a feedback about my progress or if I was doing any. Using the Hazard recipe to make the lava deal damage helped me understand I shouldn't fall on it. But I didn't actually understand what should I do, so I fell back to the usual "put your right hand on a wall and you will find your way out" approach. This helped me progress a little bit more, but due to a lack of incentives I felt more likely to quit than to stay.

You could fix this by offering a score system with some collectibles just so players can understand if the current run went better than the previous one, You could apply a breadcrumb pattern to hint players about where to go or at least where they already visited.

Since there's no story  to hint a goal or anything, I think there's room for improvements in terms of actual game design (creating systems of incentives).

I liked how you made use of moving and path following platforms, though! You could've definitely checked their boxes in the "Recipes Used" forms.

Here's my play session, btw:

Hello!

I loved what you did here, Fox. A creative approach to platforming with a lot of challenges. You're getting really good with visual communication, I can tell you're using some good techniques to communicate state transitions, like squash and stretch for jumping. This really upgrades the overall visual feedback of the game.

I think your major strength is the visuals, though the sound effects also match the internal game events like the jump and stomping. Your art style is simple yet meaningful: the frog actually jumps, there's a clear visual distinction between blocks you can pass through and ones you don't. Overall, great!

I would add some incentives to make players want to stomp the enemies and something to measure players' progression. With that, you would have a solid game to distribute for a casual audience.

Something like: each "floor"/platform gives you 1 score point and stomping enemies could give you coins to spend on new characters. Or even experience to upgrade skills, like double jumping or jump height.

Talking about jump, I realized you implemented a wall jump, right? But it doesn't work smoothly. Do you have access to the book? There's a Wall Jumping Character recipe that could definitely fix this and make this entry a solid infinite jumper. I'd bet some success on mobile with it and if you managed to add some rogue-lite features, definitely a solid product for Steam.

Here's my play session:

Hello!

I loved what you did here, Fox. A creative approach to platforming with a lot of challenges. You're getting really good with visual communication, I can tell you're using some good techniques to communicate state transitions, like squash and stretch for jumping. This really upgrades the overall visual feedback of the game.

I think your major strength is the visuals, though the sound effects also match the internal game events like the jump and stomping. Your art style is simple yet meaningful: the frog actually jumps, there's a clear visual distinction between blocks you can pass through and ones you don't. Overall, great!

I would add some incentives to make players want to stomp the enemies and something to measure players' progression. With that, you would have a solid game to distribute for a casual audience.

Something like: each "floor"/platform gives you 1 score point and stomping enemies could give you coins to spend on new characters. Or even experience to upgrade skills, like double jumping or jump height.

Talking about jump, I realized you implemented a wall jump, right? But it doesn't work smoothly. Do you have access to the book? There's a Wall Jumping Character recipe that could definitely fix this and make this entry a solid infinite jumper. I'd bet some success on mobile with it and if you managed to add some rogue-lite features, definitely a solid product for Steam.

Here's my play session:

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Great entry! A simple, elegant, and smart design solution.

With only 4 basic systems you managed to create a cool experience. I liked how you relied on a established well-known story. At first I thought it would be an infinite runner and I thought to myself: hmm if only there were some collectibles to at least provide a score so we could compare ourselves with other players.

But then that thing about the mask hit me: OHH YEAH THE MASK. The whole point of the Minotaur Maze was the mask. Genius design, there's a winning condition.

Something was indeed poking me in my head to keep playing because there would be something in the end.

By the way, I even thought about complimenting the overall level design, we can progress really smoothly through the challenges and they show up in a compouding difficulty from easier to harder. I was about to ask you (if it was an infinite runner) how you managed to make such good distribution of the challenges: if you made a procedural generation algorithm that ensured some rooms appear first or such.

You managed to make a solid entry! Regarding the sound, I loved that it is thrilling, definitelly giving the vibe that "something is coming for you". I think you could make it loop smoother and make the loop a little bit longer. I would also decrease the BPM to make it more "mysterious" or "eerie" or even "creepy".

The choice of the Minotaur tale perfectly matched the theme. It would get beyond perfect if you made the Minotaur giant and kill the player by stepping on it. But nonetheless, this entry made me really happy. Thank you for that and congratulation on making such a cool experience with so little time and resources available. Here's my play session!

Regarding the overall art, it's a definite plus that you used a monochromatic palette and that you managed to communicate exactly and accurately what each object is and what it does. I just felt we could had walking cycles to make it better. But definitely a solid approach.

Hi!

Here is feedback about the entry.

I gotta say rage games are not my favs. They typically appeal for streamers because it makes sense to be challenged by your audience and persist on the challenge so they can watch you overcome it, generating watch time and engagement.

This kind of game, when done right, especially when taking into account the right audience (gaming streamers) can be super successful.

For me, it doesn't quite work. The whole game design is not about figuring out solutions but rather discovering hidden features by trial and error. It leans towards adventure, but instead of testing my ability to discover the game content, it explicitly punishes my lack of information about the game world, making death the main vehicle for discovery. This wouldn't be much of a trouble, as rogue-likes appeal to the same discoverability system.

Something I would suggest adding to your entry to diminish the churn (players exiting rate) is to use checkpoints after each test you applied to players. You can even make the checkpoints erase if players quit the game for good, making them persist to the end of a level to maintain their progress.

Here's my play session, as you can see I decided to quit before finishing the game (take note that I'm definitely not part of the partget audience).

Overall, for a game made in less than a weekend, this was a solid effort. The level design is good, we can progress through challenges with a steady learning curve. Congratulations on that.

Hey there, this post is meant so we can share our progress and engage with each other's entries.

So far I have the mosnter's giant foot stepping and smashing the player. It follows the player all around. So, to make this interesting I'm going to add some pick-up items, I'm thinking about adding asteroids from time to time and make this something like a score attack. As for the maze part...well let's see what we can get! 😂😂

What about you? How's your entry going? We only have 2h left!

Hi, can you try again? I think we've fixed it. You should only check the boxes of the featurs you actually implemented

Mine are still not working 😭

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MONSTER FEET MAZE LET’S GOOOO

And the theme is:

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The jam is about to begin! We have 12 hours to start making a platformer game and submit it by Sunday.

We are going to reveal the game jam theme during a livestream, where we will also participate in the jam.

The jam's theme will be chosen through a dice draw using two die from Rory's Story Cubes:

  • One from the Cosmos series
  • One from the Fantasy series

Stay tuned


— Henrique Campos

Hello! For some reason your posts were tagged as spam. 

But let’s go through your questions.

First of all, thanks for the comment, I'm sure there are more people with the same questions. 

A game jam is simply a game related gathering. It roots in the music jams where musicians gathered together to play and improvised without the burden of "making a hit".

Answering your questions:

  1. Yes, anyone can participate
  2. Yes! We made a free chapter available on top of the demo chapter available in the book page exactly so  people who doesn't own the book could join as well. So you can join and use only the free available chapters
  3. The theme will be revealed as soon as the jam starts! So it’s currently a mystery 

I hope this helps! Let me know if there are any other questions.

No problem! Thank you for asking. I bet other people have the same doubt.

Definitely can be told through environment or any narrative elements, really.

The very fact that a player moves to the left instead of to the right to progress through the game can already tell something. Maybe is a revenant story.

Or the fact that the player can fall up to 2 seconds before taking falling damage, this can tell a story as well: the character is fragile and is on a path to become stronger?

The important aspect of the Story Criterea is judging if this underlying narrative progression: is this revenant good? What happened prior to it? Do players end up understanding the events that proceed the game when they finish it? Does this character actually go through a tranaformation and becomes stronger? How? What happened?

This is the kind of things I wanted to entice: how are you going to progress the player through the game events (the medium doesn't matter much, though there’s no direct "punishment" for using cheap approaches like text to tell the story as well).

Hey there,

As you may have noticed, the recipes presented in the Cookbook are somewhat abstract systems. So I decided to create a series of videos to help you come up with creative applications of them. Starting with yesterday's Making a Bomb with the Hazard Recipe, which is the very chapter that is free for you to read during the jam:

Your turn

Did it light up anything for you? Share with us: what would you do to create hazards in your entries?

Good morning, everyone! Here's where I'm going to keep you guys updated about the current prize pool. Help us raise the prize you'll win by sharing the Godot Platformer Essentials Sales

In two days, we raise $40! This is 20% of the goal to pay for the production cost of this event. We are missing 11 sales to reach the goal!

That's it, let's share!!!!

—Henrique Campos

Heyo! I'm trying to keep everything within itch.io for this iteration to make it easier to read in the future (Discord has too much nooooooise).

So let's make the best out of this Community right here~