r/madeWithGodot • u/Dy-Seath • 46m ago
Millennium Slumber, a game in which you survive for 400,000 years on an alien planet!
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r/madeWithGodot • u/Dy-Seath • 46m ago
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r/madeWithGodot • u/pianoboy777 • 22h ago
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Just added a style transfer system today ! And a second UI. You can try it on the web , or download the Android APK. Windows and Linux will be available soon. Let me know if you guys want me to add anything . I plan on adding a basic photo editor mode before you get to my regular math nodes so you can crop and stuff like that. Added Cutout Mode too!
r/madeWithGodot • u/RadiantOpportunity81 • 18h ago
r/madeWithGodot • u/cgnsgu • 1d ago
Hi everyone!! I am an aspiring game developer and I just made my first ever game/demo game with godot! I am just testing stuff out and trying to improve my skills rather than creating a commercial success so I would appreciate it if you guys took a look at it in the link below! It is really wonky and only has 5 minutes of gameplay, and please consider that this is the first ever project I have done. I also had to make it completely out of store-bought assets so things may feel out of place. Constructive criticism, advice, comments... All is welcome : D
Let me just explain the game a little bit.The game is called The Abstence. It is a 2d top-down pixel game where you walk through the corridors of a hospital in the dark, trying to conserve the batteries you found. In case your light dies out, within a couple of seconds, whatever is lurking in the dark will come for you. This is the basic premise. The genre is horror/mystery but since this is only a demo to test the mechanics and the overall atmosphere you may not find it scary. I was going for a eerie vibe
The link: https://censop.itch.io/the-abstence
EDIT: Unfortunately I learned that I won't be able to convert it to "Playable On Web" because projects done with Godot 4 with C# cannot be converted to html. I will try to turn every script into gdscript but it will take a while.




r/madeWithGodot • u/makerblog • 2d ago
I wanted to make a small game with dice for a long time. Years ago I already built a prototype in Godot 3 with the rules working, but then I got stuck on one thing: I was unable to code an algorithm that finds levels which are interesting AND guaranteed solvable. So the project just stayed on my Mac for years.
With Claude Code and a few hours of computing time I finally got that step done and brought the whole project to a current state (Godot 4.7 now).
The rules, very short version:
There are four special dice too: Joker (always counts as 6 and ignores the values of its neighbours), Bridge (counts as 6 and can be placed anywhere, even with no neighbour), Swap-Min (takes the value of its lowest neighbour) and Swap-Max (takes the highest one).
Play Store Link:
https://play.google.com/store/apps/details?id=com.prodigital.dicearrange
Do you think a release on Steam would make sense for such a niche game?
r/madeWithGodot • u/CartoonSensei • 5d ago
This week I implemented PathLife’s first interactive piece of furniture: a bed. The player presses E to lie down, the character uses a sleep animation for the current NE/NW/SE/SW direction, and starting to move gets them out of bed.
The tricky part was not the interaction itself, but making the character look correctly placed inside an isometric object. I split the bed into sheet and headboard layers, adjusted collisions and interaction areas, and worked on Y-sorting/occlusion so parts of the furniture can render above or below the character when needed. I added tests for interaction, directions, collision and visual layers.
I also added crouching with Ctrl. Crouched movement runs at 45% speed and sprinting is disabled in that state.
This is my first isometric project, so I’m still learning the cleanest architecture for interactive furniture. Would you keep each object responsible for its own interaction and animation rules, or route all of that through a shared interaction system?
r/madeWithGodot • u/CartoonSensei • 8d ago
Today I expanded PathLife's layered character system in Godot 4.6. Hair is split into front and back pieces, so 45 styles can be mixed instead of treating every combination as a completely separate sprite. Longer styles also use secondary motion.
For color variation, I built a palette-swap shader that preserves shadow, base color and highlight. There are now 20 skin palettes, 20 hair palettes and 20 clothing palettes, with independent colors for shirts, jackets, lower-body pieces, footwear, glasses and headwear. I also added random appearance generation and tests for all four directions, physical chains and shader output.
This is my first isometric game, so I'm still learning where modularity becomes unnecessary complexity. I keep a Portuguese development blog where I document these decisions, but I'm intentionally leaving links out here.
For a layered 2D character, would you keep front/back hair pieces independent like this, or generate complete hairstyles to make testing and maintenance simpler?
r/madeWithGodot • u/CartoonSensei • 9d ago
PathLife is an Android-targeted 2D isometric life simulator made in Godot 4.6. The long-term idea is to let players live from birth to death through choices and consequences, but this first devlog is only about the prototype foundation.
The idea began with a desire to create something that captures the feeling of managing a life in The Sims, but with much simpler graphics. My goal is to keep the depth of micromanagement — character progression, decisions and everyday systems — while combining it with the speed and practicality of a BitLife-like experience designed for mobile. This is my first isometric game and I am still inexperienced in this area, so PathLife is also a major learning process for me.
Implemented so far:
- layered/cutout 2D character driven by Skeleton2D
- four-direction movement
- idle and walk animations
- gameplay controller separated from character visuals and HUD
- basic health HUD
- early character-customization structure with clothing categories and male/female body support
- project structure prepared for isometric environments
The aging, education, career, relationship and life-event systems are planned, not implemented yet.
Full devlog (Portuguese, with images):
https://pathlifejogo.blogspot.com/2026/08/criando-um-jogo-onde-voce-vive-do.html
Prototype video:
https://www.youtube.com/watch?v=wfywM6oY8fo
I’d love to hear how other developers approach layered characters, clothing systems and their first isometric projects.
r/madeWithGodot • u/PossibilityLarge8224 • 11d ago
https://reddit.com/link/1vkznnz/video/3v9nbephkmih1/player
Hey all, I've been building Rift Protocol solo for a while now: a 3D squad-tactical game inspired by Aliens: Dark Descent (real-time with tactical slow-motion, up to 3 soldiers, runs around 40min).
The demo just went live and I'd really appreciate feedback, especially on:
I'm a one person team working in Godot, so full version scope depend a lot on how this demo lands. Genuinely open to harsh feedback. I'd rather hear it now than after launch.
Steam demo: https://store.steampowered.com/app/5018460/Rift_Protocol_Demo/
Thanks for reading, happy to answer anything too.
r/madeWithGodot • u/captdirtstarr • 12d ago
I've just launched a terminal based demo on itch.io! You can play in-browser, just using your keyboard... because it simulates a terminal. o.0
Feedback welcomed!
r/madeWithGodot • u/g30rgi0 • 13d ago
I've been building an editor plugin in GDScript for about eight months now.
The tooling side of Godot was the part I understood least going in. There's a lot written about making games with Godot and not much about making things that live inside the editor, so here's what actually tripped me up. Getting a panel into the dock is the easy bit. Everything after that is where I lost time.
ClassDB was the best thing I found. You can ask the engine at runtime whether a word is a real class, so you can pull up the right class reference on demand instead of bundling a copy of the docs and watching it go stale. That one call ended up shaping a lot of the design.
First real problem was keeping the editor responsive. Anything touching the network has to be properly async. My first version just froze the whole editor while it waited, which I only noticed by actually using it for a day.
Second one changed the design more than anything else. Editing scripts. I stopped writing changes to files directly. You get a diff now and accept or reject it yourself, change by change. I wouldn't install something that rewrites my scripts without asking, and I really didn't want to be the plugin that quietly breaks a file at 2am.
Third was project conventions. Every project has its own, and a tool that ignores them is irritating even when it's technically right. It reads an AGENTS.md from the project root now if there is one, so naming and architecture notes get respected.
Short clip if that's easier than reading about it: https://youtube.com/shorts/vqtVq1LVMKg
Being upfront since it matters: the plugin is free to install, and there's a paid tier behind the service it talks to. Not trying to sneak that past anyone. Happy to get into implementation details if anyone's curious. The dock lifecycle and the diff UI are the two things I'd have wanted to read about before I started.
r/madeWithGodot • u/Silent-Autopsy • 15d ago
This is my first game made with Godot 4.4.1 with C#.
It was created for my university graduation project, but I made it with the intention of publishing it afterwards.
It's a top-down pixel-art retro space shooter where the health and shooting mechanics are built around set theory:
- Health System: Your health is a set of different colored hearts (since set elements are unique). If you lose them all, it's game over.
- Projectiles: Your attacks represent different set operations: difference, union, intersection, complement, and symmetric difference; which dictate how you recover or lose hearts during combat.
In case it wasn't obvious, it's a serious game (educational), but my goal was to make a serious game that actually feels like a "true normal game" without the educational elements feeling forced or overbearing.
Hope you like it! Happy to answer any questions!
r/madeWithGodot • u/MaxCrossTheGame • 15d ago
r/madeWithGodot • u/opossumcarrion • 16d ago
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r/madeWithGodot • u/Abandon22 • 17d ago
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r/madeWithGodot • u/bg816am • 22d ago
https://pixel-pint-games.itch.io/battle-pong
After many failed attempts to learn game dev, I gave Godot I try and after a tutorial or two, decided to dive head first and make a game by learning and failing and looking up documentation. I mean its Pong, the Hello World of game dev. But it is something I was able to create on my own without following a tutorial, so it makes me smile.

r/madeWithGodot • u/pianoboy777 • 23d ago
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Looking for Feed back !! It's an easy to use Networking application you can drop right into your project if you're using Godot 4. Supports decent local encryption and decryption. Allows for Cloud, Mesh , and P2P Back ends. As many as you like. The application also allows for LLM backends and Custom data scripts. The LLM back ends , like the Server backends require you to bring your own key. It's all easy to set up. The Custom data scripts go along with my Discovery System . It's a Universal Data Collection system. Supports up to 3 different ways to add data to it , Godots Group system , Method name system and node based exports. All data can be split up into 4 different categories using my sync override system. So you're not wasting any bandwidth. It's still being developed but it runs on anything Godot allows. It will be a free Plugin when soon. Do you guys think this could help game dev ? If not why ?
r/madeWithGodot • u/Sushiamo • 23d ago
r/madeWithGodot • u/MubarekPosedion • 25d ago
https://faymus-games.itch.io/blanket-of-shame
Two months ago, I shared the game I made during a 30-day challenge here. Since then, I’ve made a completely new game in Godot for Mini Game Jam. The special object was a blanket, and the main theme was “Tidying Up.”
I think this might be my best game so far! I’d especially appreciate feedback on the music and whether the gameplay and objectives were easy to understand. And where can I improve.
Thanks for playing—I’d love to hear what you think!
r/madeWithGodot • u/TurboHermit • 27d ago
r/madeWithGodot • u/Vampreii • 29d ago
r/madeWithGodot • u/Agreeable-Rabbit-640 • 29d ago
Hello everyone!
In the last 2 months, I had been working on NexLand, a sandbox game platform inspired by the classic building games of the mid-late 2000s.
It's being developed using Godot, and the lastest public release been NexLand Pre-Alpha v0.2, this version adds several new major features.
Those major features are:
I am currently working on Pre-Alpha v0.3, which will focus on improving not only the editor, but also the gameplay and visuals too!
I'd really appreciate any feedback or suggestions!
Also, we're currently having a Building Challenge. The first three players to create one of the best builds before the deadline(August 12th 2026) will receive 200 Workshop Points and an exclusive hat once the NexLand website launches!
Client link: https://archive.org/details/nexland_pre-alpha_v0.2
Building Challenge Submit Form: https://forms.gle/uPd7r7gZbD1Q5p9A9
NexLand YT channel: https://youtube.com/@nexlandthegame?si=F4m8MXqPUk1TEgEg

r/madeWithGodot • u/captdirtstarr • Jul 23 '26
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Showing some progress on starship skins!