Thank you so much! <3
Really happy you liked it. GDevelop has come a long way, and it’s been fun exploring what’s possible with it
Thanks a lot! Really appreciate it.
Most of the work was done very simply. the scene was modeled in Blender and textured in 3D-Coat. The outline effect was also done in Blender using a Solidify modifier with flipped normals, so the outline is already part of the mesh when it’s imported. There’s no baked lighting or shaders involved.
The lighting and shadows are all real-time using GDevelop’s built-in directional light effect, with simple first person camera. The text on the board uses a public extension called “3D Text,” which lets you place text directly inside the 3D scene. Other than that, there are no custom extensions or hidden tricks.
So yes, the polished look mostly comes from clean models, stylized textures, the outline meshes, and GDevelop’s lighting and shadows working together.
Regarding SD vs HD, that option just changes the game’s render resolution. HD runs at a higher resolution (1920X1080) so it looks sharper but costs more performance, while SD lowers the resolution slightly (1280x720) to improve FPS, especially on mobile. When you trigger it, the project simply switches game resolution, and yes, SD mode does actually improve performance on weaker devices.
Overall, the goal was to test GDevelop’s full 3D potential using mostly native features and see how far I could push the visual quality without relying on external rendering tricks. Glad it surprised you too
Thanks!
The outline effect is done in Blender, using a Solidify modifier with flipped normals, then exported like that no custom shaders needed in GDevelop.
The text on the board uses a public GDevelop extension called 3D Text, which lets you place text directly inside the 3D scene.
Everything used is publicly available no custom extensions are used.
Thank you so much for playing and for the detailed feedback!
Really cool that you made it all the way to level 30 that means a lot to me.
You’re totally right about adding the new traps earlier. I actually introduce more traps later in the game, but I should’ve spaced them out better so players see new stuff sooner. I’ll definitely improve that after the jam.
I’m also really glad you liked the blood splatter and the sound effects those were fun to make and I’m happy they added to the experience.
Thanks again for the kind words.
Thanks! And sorry about level 50 it’s harder than the others. I’m already working on fixing that.
The gib effect is just a couple of tiny pixel pieces (blood and body parts) that get spawned and pushed in random directions. They also have 2D physics behavior so they bounce naturally. For the blood, I use one tiny red sprite and randomly change its color between light and dark red after spawning, plus a small red particle emitter to add extra splatter. And for the blood movement, I use the Explosion Force extension.
Thanks a lot for the feedback, really appreciate it!
About the description yeah, you're right. My English isn’t very good, so I sometimes use AI to help me write things more clearly, but I should’ve rewritten it better in my own style. I’ll fix that soon.
About the theme: the idea behind my game was that you don’t control the character at all you only control the traps and the environment.
In my game, you don’t control the character you take control over the traps.