I wish I'd had a game like this when I was a kid; I probably would have sunk countless hours into it. Regarding my experience playing it: Sometimes enemies get stuck when they're too close to trees. There are some assassins... I guess it was a dungeon (though I couldn't enter any buildings) that appears cut off. And perhaps it would be good to balance the difficulty a bit more to make it more challenging, because by the time I reach level 3, just upgrading the shuriken, I practically don't even have to move.
notedgyuser
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A visual novel developed entirely by a single person, this psychological horror game with a dark humor inspired by Homunculus tells the story of a man who undergoes a rare procedure involving drilling into his skull, resulting in his confinement in a psychiatric hospital. The game features multiple endings and some secrets, though a normal playthrough lasts around half an hour.
Thanks for trying the game and sharing your experience. I'm already thinking about improving the music, yes. I don't know exactly how to configure controller support, but it's something I'll keep in mind for the future. And well, it's my first platformer, and it's helped me learn the fundamentals of how a game like this should be designed. Regarding the large trap gap, I'm not sure which level you're referring to because I recently added some updates with new levels and fixes to existing ones, but I'll take a look at those as well. Thanks again for your feedback <3
I haven't been to space, but I still think the movement is very well simulated, and I love how the environment looks; it's very beautiful and relaxing to play.
It's probably because it's a game jam, but I noticed that the game's resolution can't be adjusted, and the elements on the screen don't scale.
Thanks for your feedback; what you're saying is really helpful. Perhaps I haven't given enough thought to the game's artistic cohesion in a way that incorporates a micro-narrative or something similar, and I could explore that further. Regarding the gameplay suggestions, I'll keep them in mind for future updates.
*THE CODE ASSET IS INCLUDED AMONG THE FILES ON MY GAME PAGE*
After completing my one-eyed shinobi cat platformer in just one month, I decided to polish and release the underlying codebase as a reusable template for Godot 4.5. What started as a game jam-style project evolved into a production-ready foundation that any 2D platformer developer can drop into their own game.
The core is a complete state machine system handling both player and enemy behaviors. The player controller features tight platforming mechanics—coyote time, variable jump height, air control, knockback physics, and a full hurt/invulnerability system. Enemy AI follows a patrol-wait-fall-dead cycle with natural ledge detection and respawn logic.
Supporting systems include floating collectibles that extend level timers, ping-pong moving platforms with constant-speed motion, and a level manager that handles win/lose conditions, multi-stage progression, and automatic collectible tracking via Godot groups. A CanvasLayer HUD syncs health, objectives, and countdown timers in real time.
Everything uses CharacterBody2D physics consistently, with exported variables for easy tweaking in the inspector. The code prioritizes readability with English comments explaining design decisions rather than obvious operations.
This template contains zero assets—pure GDScript ready for your sprites, audio, and levels. It's the exact system that powered a polished 30-minute game, now available for anyone building their own platformer. Positive reception will drive future expansions like dash mechanics and advanced enemy types.
A platformer 2D where you play as a one-eyed shinobi cat obsessed with cheese, hunting magical cheese fairies through an enchanted purple forest. Dodge cursed mushrooms -defeat them with a razor-sharp dash claw attack- across 4 bite-sized levels packed with tight platfotming, pixelart charm, and purr-fect controls.


