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Ludonauta

309
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22
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1,240
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145
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A member registered May 16, 2016 · View creator page →

Creator of

Recent community posts

We need this so bad.

I'm tired of browsing any tag and always get flooded by horror and queer stuff.

Post whatever you want, there's certainly an audience for this stuff, but just let me browse my interests too.

I disagree with everything you said. You're coming up with legalism and technicalities to justify not being accountable for accepting a ToS without reading it or being annoyed by the consequences of accepting it anyway.

itch.io is very rigid and strict withh how creators can use the email tool, to the point we can't even know who we are sensing emails to and we can't send more than one email in less than 24h.

The follow + devlogs features are not enough, especially when you want to build a relationship with customers to make a living out of your honest work.

It's easy to get 100 games for $5, but if you don't want to hit a simple "Unsubscribe" button when you get and email from someone with genuine concern to offer you something you might like...maybe just purchase the bundle without giving off your contact info, that's a simple workaround. As a DCM free platform, itch.io let's you download without providing your contact info. You can even request the download link whenever you need it.

It's inconvenient, but at least you don't get "annoyed" by people trying to make a living out of their passion.

I think that an easy solution would be to add an "Unsubscribe from All Projects" button in the Bundle Page, like that:

(1 edit)

The ToS explicitly prohibits using or sharing buyers Personal Information with third-parties.

The "Interact - Send Email" tool is an itch.io functionality, thus it's part of your agreement and it's explicitly warned about on itch.io ToS and Privacy Policy, to which every user agreed to.

If the Seller is using Third Party services to send emails, then you can report them.

Devs who join a bundle to collect buyer's contact info are following an officially recommended practice to grow their audience.

I understand this is annoying. But itch.io gives tools to batch unsubscribe to game emails. Here's the complete guide:


(2 edits)

Hello, ludonaut.

One of the major paradoxes in physics is what happens when multiple instances of the same object coexist in the same time line.

Our Research & Development team just proved this is possible and showed how we can achieve that in our universe. This techinique is called "Local Multiplayer" and people usually struggle to achieve that because they don't understand the underlying mistake they stumble when trying to write their simulations.

In this report, our Research & Development team shows how to properly address this paradoxical problem and achieve a proper solution. Click the hologram below to access it:


Click the image above to read the Local Multiplayer Tutorial post.

That it, thank you for your support. Ludonaut Zero tapping out!

— Henrique Campos

(1 edit)

It's literally on the Terms of Service you read before signing up to itch.io...thus opting in to this marketing tools. It's also in the Privacy Policy terms.

The email feature is the best relationship channel a creator has with his audience.

I send emails to my customers every week and I get replies from them frequently. From project updates, to asking how they are using the project.

It's better to just add an option to bundle creators to disable email collection or something.

Plus...you buy a bundle with many projects, these creators likely only subscribed to the bundle to get access to buyers' contact. That's exactly what co-op bundles are meant for: sharing audiences.

You get dozens, maybe hundreds of projects for a cheap price...it's more than fair that these people get the opportunity to offer you more products...otherwise participating in co-op bundles becomes worthless.

To be honest, it sounds kinda entitled to not give something back for paying cheap for multiple games.

Hi! Thank you for the heads up!

Let’s wait a stable version release and see if it's a version bug, maybe even a custom build bug. Otherwise, I’ll find a way to fix it.

This one was made in Godot 3.1.

I unlocked the code if you want to give it a shot and explore the features then.

Feel free to get in touch if you need help!

You just described the project that inspired this Mario Galaxy-ish movement tutorial 😂

I will make a new project where you have to protect the Moon from aliens. Pretty much like you described, they won’t be worms though 😂

So, I won’t suggest buying Moon Cheeser right now. I will disable the payments.

Can I reach you out in this comment when I release this other project?

Hi, veteran!

What a great surprise to have you around. You're the one giving orders here! 🫡

Good morning, ludonauts.

During the end of the previous earthly moon cycle, also known as last weekend, we silently installed a landing protocol to facilitated your arrival at the headquarter.

Now, you can pilot a placeholder spaceship and land on the Headquarter directly from the inpoint (project page).

Let us know of any areas to improve the landing experience. Tip: your spaceship is equipped with a hyperspace trigger. You can press X and press (while holding X) press Z to enter in hyperspace mode.

Also, our translation device is under development. All instructions are available 8 earthly languages, on top of the original Xi'thz which you can't access:

  • Brazilian Portuguse (PT-BR)
  • United States English (EN-US)
  • Spanish (ES)
  • French (FR)
  • Japanese (JA)
  • Simplified Chines (ZH)
  • Korean (KO)
  • German (DE)

Our research and development team would like you to send feedback to adjust any aspects of the protocol. Please, do not hesitate. Tapping out.

— Henrique Campos

Hi! Sounds promising!

Any plans to add linux or web support?

Keep it up!

Thank you! You inspired this tutorial, by the way!

(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:

(1 edit)

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.