Always glad to help :)
Mikita Hancharou
Creator of
Recent community posts
Ask an AI first :D
Like, literally. Communicate with it, ask how it works better for some tasks, how don't do. It will improve you fast. Just create a chat for it, whenever you prefer. But don't use it for a vibe-code everywhere BEFORE you can code yourself, deathtrap.
Claude for code and tech-tasks, perplexity for a fact-checking & bureaucracy, chatGPT for a picture generating, and asking some general(ly stupid) questions.
1. Both. I use:
func _process(_delta: float) -> void:
_visual_position = _visual_position.lerp(global_position, VISUAL_SMOOTH_FACTOR)
sprite.global_position = _visual_position
And for physics I use physics_process. That combination gives really smooth movement visually and catch slightest mouse movement changes at the same time.
2. Glad we're on the same page, really. AI balancing was a semi-manual machine learning and current version of evolving, super-smart npc took me like a one working day, I'm kinda impressed. Took me a whole week to do the same task on other game without some GPT.
3. Thank you once again, I really appreciate your support. I'm dedicated to do more games, so stay tuned! Have a nice time of day you have :D
Thanks! Yeah I used AI for most of the coding. Had a selfmade template ready before the jam with menu, audio system and leaderboard integration, plus some custom prompts to keep AI from going crazy lol
I've been in tech for 10+ years (DevOps background) so I know when AI output is garbage and when it's fine. Game jams are actually perfect for this, you ship fast and there's no tech debt building up. The juice stuff (screenshake, hit freeze, particles) was the fun part to work with, enemy-AI balancing was cool and I did not wasted hours on a manual tasks and had more time on polishing and gameplay itself. Win-win, I guess :D
Yeah I used Claude for most of the code, not gonna hide it. Game jams are where vibe coding actually makes sense, you don't build up tech debt in 72 hours. Would've developed half the features doing it "properly". Still, doesn't meant I prompted "make me a game" and did nothing else. F.e. ball and physics balancing took like a few hours. I've tried to make a feeling of the ball and paddle a little bit more footballish, but in some moment it became to feel too slow and undynamic, so I've finished with the numbers below:
Ball physics:
- RigidBody2D, linear_damp 0.18 for gradual slowdown
- Hit direction = vector from paddle center to ball center (normalized)
- If paddle is moving its velocity adds 25% influence to hit direction(just balanced it manually). So moving into the ball shifts the angle
- Paddle speed also adds 25% to ball speed
- Wall bounces have 0.88 factor (loses 12% speed per bounce)
- Max speed scales with combo: 2000 + combo * 10
Paddle physics:
- CharacterBody2D, max speed 2200(Player) 2000(Bot)
- Player follows mouse with 0.3 smoothing (for web jitter)
That is weird, there might be an issue that you have to wait until it submitted, cause if you'll switch to other window fast - it might not be sent. There will be a confirmation text after it submitted.
I'll check it out now, but if it's not too hard for you - could you try to submit some score once again? You have to enter a name and press "Submit" button and wait for a few seconds.

