Love the music, visuals, and gameplay!
My only complaint so far is that it takes way too long to reach level 2. It's kind of hard to want to replay when getting the first cool level up takes a while.
PLANNED Update:
Nothing to report today, but I did come up with more ideas to add and things that annoy me personally.
I'm going to add a way to quickly add a row of frames that can be used later. Currently, it's very tedious to do it manually.
There's also the shape stroke issue that I haven't gotten to yet. After implementing the feature above I might get right to that.
Hello - after not finding anything suitable online, I made an inkscape extension that allows you to interpolate shapes and groups of shapes!
I know that there are tons of dedicated animation apps on the net, but from my experience, they are not made for vector animations, generally extremely complex and not very intuitive.
For example, with OpenToonz, to animate a vector character, I would need to make specific configurations, riggings, and deep changes to various UI, such as tables and schemas.
For what I’m doing, I just don’t feel like I need something as powerful as OpenToonz. I wish I can just interact with the vector shapes in a simple manner like how I do in Inkscape.
And so, I no-lifed this extension for over a week and its first version is ready.
As you might of guess, this extension is mainly for helping with making vector-based animations.
The itch page is here: Inkscape Interpolation Tool by MagusCurt
It's using an incredibly helpful resource. It isn't about wowing people with your advanced code that no one will care about, but the end result and mechanics that you've made. If you're already a competent coder, ai will act as an enhancer. You mentioned that you had to adjust the code yourself to get it to work exactly how you wanted it to.
To reply to the other fellows in this comment section:
No, it's not at all the same thing as pushing a ball throwing machine, since again, you're not being judged by the quality of your code like a basketball player would be by his ability to shoot 3 pointers. You're being judged by if the game works or not.
Yes, it is ALWAYS helpful to learn more about coding if you have the time. Why not? But if you're not using AI due to feeling bad about it, you're just slowing yourself down. You know enough to make adjustments if needed. I think you're already skilled enough to have AI help you.
Weeks and weeks of time and effort has been cut down to minutes. You have a game to build; absolutely make use of the tools available to speed that process up.
I can understand the why using AI generated art, stolen from artists and the like, may be bad, but darn near ALL code that's on the internet has been put there explicitly so it can be used to help other coders. MOST CODERS copy and paste code directly from stack overflow anyways. If anyone claims otherwise, they are lying to you.
About Me
I'm a Godot programmer with a few games under my belt due to Game Jams. Game dev is pretty much the only thing I even sort of have a passion for. I want to do it professionally and I DO NOT want to lone wolf it. I want the chance to work with other people and don't really feel like waiting for jams to do so.
About This Request
And I want to experiment with working with another person whose specialty is level design, aka knowing the best place to put what where. While I handle the dirty, under the hood aspects of the game, I want someone else to handle what is typically considered the "fun part".
Why don't I do the fun part, you ask? It's because I'm typically burnt out after doing everything else. Besides, I think seeing someone else use the stuff I make to create a good gaming experience sounds very satisfying. I feel as though one common weakness of mine during the game jams is that I don't get the time or energy to actually place all the objects I made and programmed. As a result, I end up creating extremely short games.
But you'd have to have at least a bit of programming experience, enough to take an entity and integrated into the game smoothly. That's where the integrator part of the title comes from.
About The Game
I don't have anything planned yet. I want to experience working with a dedicated level designer/integrator from scratch. So, when we start, we can fire up a quick GDD. Besides, the game I aim to make will not at all be large.
Thank you so much for a kind words. I needed that boost today, hahaha!
The most credit goes to our visual specialist, Buttery Games - itch.io, everyone seems to REALLY like the visuals, so a special shout out to him.
By the time we got to the level design process of designing the game, time was already running out, so we had to just submit what had at the time.
The ProtoType is out! Nowhere near done as a project unfortunately, but I've reached a stopping point I'm satisfied with.
The goal is simple: defeat 15 cones. I added the dreaded hit boxes, and had a bit of fun doing so too. Also added a hp bar, and sort of a stamina bar. Difference is: it's not used for anything. It punishes the player for getting hit too often.
I think I'm going to be putting this project down for a bit - I'm growing a bit bored and burned out of it, but its definitely something I want to come back to.
And I made the submission with *checks watch* negative one week to spare! Throw your words of shame if you want, I won't mind.
Maybe I'll get back to this once I'm actually good enough to at least get this far within one week (for real this time).
I'm going to be doing updates via new posts now. I thought about keeping everything in the original post, but this way seems to make more sense.
So, main update: we now have some angry and aggressive street cones!
So far, there are no hit boxes or anything, that will be my next endeavor.
Now that my Game Dev tool kit seems to be cohesive, I think I can make a lot more progress with this progress than with previous attempts.
Ironically, my biggest frustration so far is getting a video, or gif of my progress in. It's surprisingly difficult to find a good screen recording software that records the screen, and does nothing else. Window's game bar can't record Godot's game window for some reason, and a lot of time went to finding an alternative software.
And guess what? Even after finding one, I can't upload any large gifs or videos to the forum, unless I have a YouTube account.
And I'm venting all of this just to really express how many components go into making and showing off a game, and how many things could easily go wrong.
But hey, I have an ... interesting task tomorrow - set up a YouTube account. I gave it some thought for a while, but here I come. This is by far the dumbest reason that gets me to finally go for it, but hey, we out here!
Road Rage Rumble - It will be a beat em up game. More of a prototype than anything.
There will be no cars in the game.
Instead, the main character will be a cop who is sent to stop a rebellion by the mad, sentient street cones - don't think about it too much. I sure as heck didn't - and restore the peace in the streets.
So far, I decided to do it backwards from the norm. I went ahead and made the game assets first. Below is the basic look of the game:

Jim (that's the cop's name) will have a three-hit combo. The cones will of course have an attack too. While the enemy attacks by themselves are not too threatening, I plan to add in a feature where you get knocked down if you get hit too much. (This won't be the case for attacking enemies regularly, I'm beyond sick of stagger gauges). Getting knocked down would be bad for you. The street cones will try to stomp you out.
I think making the assets and animations will be the hardest parts, but I made some progress with those too. Look below:


I aim to have at least one basic side scroller level. A boss would be a major plus. But the main things I want to explore in this game are asset generation, UI design, and hitboxes.
Drawing assets (drawing in general) drains me mentally, UI design is not too bad, but in recent projects I worked on, hitboxes kicked my rear end... And that's THE THING you'd think any half way decent game dev can code in their sleep, so I'm very interested in wrapping my head around setting them up in Godot. Thus, I chose to make a beat em up, which is a game genre that's pretty much all hit boxes.
I understand most of the basics, but I'm unsure what to do with temporary invulnerability, knockback, or disabling attacks. What approach do you guys take?
To animate this stuff, I used OpenToonz. And tbh, it's a bit of a frustrating program to get used to. I don't feel like climbing the learning curve with other programs, so I'm sticking with it, but the general UI just doesn't seem all that intuitive to me.
My current goal is to get a basic background loop going. I also want to get some player/enemy attacks done asap to really start things off.
My GENERAL goal is not to release the next Elden Ring, or even the next Battle Toads, but to simply get comfortable with just starting a project and completing it. I call this "getting pass the blank canvas syndrome". So, the game won't be impressive by any margin, but this exercise helps me gain a deeper understanding of the game dev process.
After the completion of this project, I'll be sure to note down the biggest struggles I faced, and things that were surprisingly easy, as well as stuff I should work more on.
So again, I'm aiming for completion of this project to be next Sunday June 1st, 2025. If I miss this deadline, feel free to DM me clown emojis; It would be well deserved.
I will try to update this page daily. Wish me luck. And let me know what you think (about my art style, general plan, and questions).
May 28th, 2025
So, the player movement is still in progress. I got parts of it down, but certain things, like moving Jim as he attacks took me a bit to figure out.
This is just another case of seemingly simple things taking a lot longer than anticipated (due to me not understanding the general rules and workflow of Godot more than anything)
No pictures or videos today. It will be for the completely wrong reason, but I need to start a YouTube account, just so I can upload videos and embed them to this forum.
Drawing assets is a huge time sink for me. I've spent some months dedicating myself to get better at it. While I can now draw some assets that's not too bad, the problem is that it still takes a way a lot of time I can be using for coding. Taking cool art and making them interactive feels really good, but drawing the cool art from scratch is very tiring for me, and leaves me more vulnerable to burn out.
So I'm just curious: All artists, whenever someone opens up a new topic anywhere for getting a team together, what compels you to join them? What type of projects do you enjoy working on the most?
Also, let's say I did find someone good at art and could make nice assets and animations - what actions should I avoid that typically annoy artists? And what are some things coders and game designers can do to make the job of an artist easier?
What the things you liked the most during your times working on your favorite cooperative game projects, and what did you like the least when you worked on your least favorite ones?
@K. A. Laherty That helps a ton, thanks. I definitely appreciate the slow and steady approach. So far, I'm focusing on shapes and gestures, instead of perceptive, proportions, and all that other advanced stuff. I'm totally not ignoring those completely, but shapes and gestures is what I judge myself the most critically on for the time being.
@Evolutionary Games - You see, I tried stuff like that, and I really hate to be the begging chooser, but I find it hard to generate images to my liking and in the style, I'm striving for. Perhaps I can use that stuff to generate assets for things I really don't care to put too much effort on, like random background objects, but using it primarily is not my current plan.
@ohmygiggles - It's a good thing I have a passion for game dev. I think that's the perfect place for me to try what you suggest. I'm definitely going to have more than a few art projects to work on in order to put what I'm working on together.
I've been thinking about this question, and what I came up with is two conditions. I should seek a tutor if:
1) No tutorial has been made that can help me do what I'm trying to do
2) I can't make much progress on my own.
Basically, for hyper specific stuff, that's when someone should seek a pro.
I've been trying to get batter at drawing things I need for what I'm working on. For the artistically talented out there - bravo, you guys are awesome. There seems to be a lot of smaller techniques I need to get better at before I can begin to create stuff that looks semi good. I had no passion for drawing, it was simply a means to an end to create a game, but as I work more on it, I can begin to see the appeal.
And even then, drawing is just one part of it. Making animations is a whole new, tedious thing to do - at least if you're a beginner like I am.
But I personally believe this, if you can both draw really well and program/configure really well, you darn near have a superpower in the game dev space. :/
Despite being a beginner, I really want to hurry up with the art side of things and to get to more programming, and plan to go to one of those tutor sites to have someone look over my shoulder.
Would this be a good way to get better, or am I just wasting my money and there are better ways to both improve and make progress with my project at the same time?
There are games where a player has different abilities and powerups to give them an advantage in gameplay. A lot of 2D Super Mario games have powerups you consume immediately upon contact and an extra powerup you can summon at any time. There are also games like Resident Evil that give you limited space for your items. Souls games allow you to carry absolutely all of your equipment in a menu and switch at any time. I'm just curious, what goes into the thought of how easy it is to allow a player to access their tools?
There are some downsides to having the player be able to carry everything and having that stuff always available to them. In Final Fantasy 15, a common complaint was that the dungeons were trivialized because you can carry an absurd amount of potions, max hp restores, stat boosters, and revive items. I saw gameplay of an arcade horror game, Dark Deception, that gives you all of the various powers you can obtain all at once at any point. This could make the player overpowered, but it also seemed to make the gameplay more frustrating, having to cycle through each powerup to get the one you want.
Dragon's Dogma limits the player with through item weight. In my opinion, I find this method fun and it's my favorite one so far, but I can see how a lot of different players get annoyed at their speeds getting hindered by carrying too much stuff.
But then, there's always the simplest, and most common, way of doing this, and that's a direct item amount limit.