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How and Why I Started Making a Roguelike, and Why Godot?

A topic by CosmoPark created 12 days ago Views: 177 Replies: 1
Viewing posts 1 to 2

The development story of SheepKnight — a few weekends of work (but with a year-long break).

About a year ago, I saw a post like “Free Grok makes a game from a single prompt.” I wanted to try it (I mean, who wouldn't?). I decided I needed to practice with AI to overcome the existential dread of its development and, at the same time, accelerate that development so they could finally replace me and I could go work as a diving instructor (who wouldn't choose that?).

Nothing but Tetris came out of a single prompt, or even two. In the end, over a couple of weekends, I put together a browser-based Vampire Survivors clone. In another weekend, I generated sci-fi pixel art and music for it. You can still see the trailer

  • <a href="https://www.youtube.com/watch?v=0JcZg9ESBSE" _ngcontent-ng-c3166821954="" target="_blank" rel="noopener" externallink="" _nghost-ng-c699515109="" jslog="197247;track:generic_click,impression,attention;BardVeMetadataKey:[[" r_94c6562a45076d88","c_5eeba9004cc4f7fc",null,"rc_c4e1cb0d89569d5a",null,null,"en",null,1,null,null,1,1]]"="" class="ng-star-inserted" data-hveid="5">here</a>.

  • Mmm, DALL-E generated characters...

    Then I wanted to polish the game and port it to mobile. But I ran into an issue: a browser game on Phaser.js didn't want to just "become" mobile, and using WebView resulted in low FPS, which is critical for a shooter. Building it properly in Unity or Cocos wasn't part of my plan, as I didn't want to spend a ton of time.

    A year passed, AI improved, and some people were sent to work in factories. I decided to try again. Claude recommended Godot; I’d encountered it at work before, so it was a good excuse to get to know it. I gave Claude the original JS code and wrote a technical requirement (TR) for what I wanted to see in the end. And lo and behold, Claude produced a ready-to-use archive with basic scenes and scripts for Godot. It turns out Claude is very good at GDScript—this made things much easier, especially when providing clear specs (sometimes a couple of pages long). After a day of tweaking, I could build the first APKs. You can download it here: https://cosmopark.itch.io/cosmo-survivor

    But I still didn't like the game and had no desire to go through the ordeal of app stores with it. Then I saw a magnificent asset pack on Itch by Pixel Frog:

  • <a href="https://pixelfrog-assets.itch.io/tiny-swords" _ngcontent-ng-c3166821954="" target="_blank" rel="noopener" externallink="" _nghost-ng-c699515109="" jslog="197247;track:generic_click,impression,attention;BardVeMetadataKey:[[" r_94c6562a45076d88","c_5eeba9004cc4f7fc",null,"rc_c4e1cb0d89569d5a",null,null,"en",null,1,null,null,1,1]]"="" class="ng-star-inserted" data-hveid="6">Tiny Swords</a>. It inspired me to change the setting, implement animated characters, and create a decent UI. I managed to do this in one weekend. Encouraged by how it looked, I added a narrative, achievements, roguelike progression, mini-bosses, and a bunch of other stuff.

  •  
    How can you not fall in love with this asset pack?

    And now the game is available on

  • <a href="https://play.google.com/store/apps/details?id=com.cosmopark.sheepknight" _ngcontent-ng-c3166821954="" target="_blank" rel="noopener" externallink="" _nghost-ng-c699515109="" jslog="197247;track:generic_click,impression,attention;BardVeMetadataKey:[[" r_94c6562a45076d88","c_5eeba9004cc4f7fc",null,"rc_c4e1cb0d89569d5a",null,null,"en",null,1,null,null,1,1]]"="" class="ng-star-inserted" data-hveid="7">Google Play</a> and you can spend a couple of hours in it. As for me, I practiced with AI, learned a bit about a new engine, and simply had a good time, distracting myself from geopolitics and weekend doomscrolling.
  • Why do y'all keep acting like "i farted out a game, it was barely any work and I didn't put any thought into it" is something worth bragging about?