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Devlog Journey Hey Hey! – A Cheeseburger-Powered Platformer Built in Godot

A topic by BigBgameDesigns created 6 days ago Views: 89 Replies: 4
Viewing posts 1 to 5

🎮 Hey Hey! – A Cheeseburger-Powered Platformer Built in Godot

Hi everyone! I’m Brandon, the solo dev behind Hey Hey!, and this is my first real game. I’m not a professional developer—I just had an idea, a character, and a whole lot of drive to figure it all out as I went. Now, just 7 weeks in, Hey Hey! has grown into a playable platformer with some real momentum—and plenty of challenges along the way.

🍔 About the Game:

Hey Hey! is a side-scrolling platformer where you collect cheeseburgers, dodge chaotic obstacles (like gym trainers and carrot missiles), and try to keep Big D happy and fed. It’s casual, a little quirky, and built entirely in Godot.

✅ Progress So Far:

  • Level 1 and Level 2 fully playable

  • Android and Windows versions available

  • Custom sounds, scoring system, UI, and menus

  • Website launched: canyousayheyhey.com

  • Game page live on Itch.io: bigbgamedesigns.itch.io/hey-hey

🧹 Latest Update:

I just posted Devlog #2, where I talk about the mess I didn’t realize I had—tons of scattered files, unused assets, and some frustrating HTML5 gray screen bugs. I’m currently deep in a project cleanup to get everything working smoother and prepping fresh exports across all platforms. It’s been a crash course in game dev, but I’m learning fast.

📝 Read Devlog #2: https://bigbgamedesigns.itch.io/hey-hey/devlog/996303/devlog-2-behind-the-scenes...

👀 What’s Coming Next:

  • Full project reorganization

  • Clean Android/Windows/HTML5 re-exports

  • Level 3 (The Moon Adventure!)

  • More UI polish, obstacle logic, and score mechanics

If you're into quirky platformers, Godot dev tips, or just want to follow a fellow indie creator figuring it all out in public, I’d love to have you follow along.

I’m also open to feedback, suggestions, or questions—especially if you’ve wrestled with similar bugs in Godot. Thanks for checking it out!

— Brandon
Big B Game Designs

Devlog #3 – Almost There...

Hey everyone,

After a long and brutal-but-productive session, I’m excited to say I’m almost done fixing everything for Hey Hey! 🚧✅

This recent push involved a deep cleanup of the project structure, tons of scene path corrections, renaming mislabeled files and nodes, reconnecting broken buttons, and patching up logic across the menus and levels. It wasn’t glamorous — but it was necessary.

🔧 Here’s what’s been tackled:

  • Reorganized and cleaned up the entire FileSystem in Godot

  • Fixed all major scene transition paths (Main Menu, Game Over, Level 1 Pass, etc.)

  • Cleaned up button signals and made sure everything works as expected

  • Separated object logic: collectables vs obstacles (salad, gym trainer, scale)

  • Fixed scoring inconsistencies and UI updates

  • Squashed red errors, removed old junk files, and made everything run smoother

It’s been a struggle — a few “why is this still broken?” moments and more trial-and-error than I expected — but I made it through. 💪

🧪 What’s Left:

Just running a few final playtests to make sure every button, object, and level behaves the way it should. Once that’s done…

📦 I’ll be uploading a fresh set of builds with everything cleaned, fixed, and functioning.

Thanks to everyone for the patience and encouragement.
It means a lot — and soon Hey Hey! will be running smoother than ever. 🙏🍔

Stay tuned!

🧩 Dev Log 4 Recap – The Final Stretch

This one marked a big milestone! I finally finished reorganizing my entire file system, cleaned up unused assets, corrected scene paths, rebuilt broken connections, and polished nearly every core function.

✔️ Android and Windows builds are working great  

✔️ Game logic, scoring, scene transitions — all in place  

✔️ HTML5 gray screen bug finally resolved  

I called this “The Final Stretch” because I could finally see the finish line. Just a few more tweaks before reuploading everything clean and optimized. Thanks for all the support during the madness!

📱 Dev Log 5 Recap – The Screen is Clean… But Mobile is Mean

After fixing nearly everything and confirming my exports work offline, online, and in local browsers — I hit one last hiccup: mobile browser formatting.

Main menu? Perfect.  

Gameplay? Drops too low on screen.  

I’ve tested locally with Live Server, exported fresh HTML5 builds, and confirmed functionality — but mobile continues to give me layout headaches.

Still, the core game is stable and playable across platforms. I'm super proud of the progress and just hunting down this final visual bug before calling it a wrap.

If anyone has tips for Godot HTML5 + mobile formatting issues, I’m all ears!

https://itch.io/t/5146638/player-and-camera-spawning-too-low-on-html5-anyone-els...

hey you guys i have an open topic question if anyone is willing to help out please let me know. im trying to work through the last final steps for this part of HEY HEY. then i have more ready to go down the pipeline but i cant move forward till i dial in this html5 upload.