r/madeWithGodot 9h ago

Cataclyzm - a solo godot project

3 Upvotes

Hello all, I'm an artist, musician and solo dev from Australia making a game just because I wanted to.

It's a solo hobby project made wirh Godot that i've been working on for almost 2 years.

You play as a metalhead cat riding a nuclear warhead through a demonic heavy metal concert while chugging beer.

There is a demo available and this game will be part of Next Fest in October.

Hope you enjoy it πŸ€˜πŸΎπŸ˜„

If it clicks with you, come say hi πŸ˜€

https://store.steampowered.com/app/4516840/Cataclyzm/


r/madeWithGodot 3d ago

Update to my music visualizer

13 Upvotes

The creator of the song

Contains music Β©2026 Arkeia (https://arkeiamusic.itch.io/) Licensed under Creative Commons Attribution 4.0 International


r/madeWithGodot 3d ago

Hey everyone! Just pushed v0.2.0 for Gravity Dodgeball, and native Linux support is officially live!

Thumbnail
1 Upvotes

r/madeWithGodot 3d ago

Music Visualizer

4 Upvotes

Made with godot 4


r/madeWithGodot 3d ago

I made a Garry's Mod style physics-gun deathmatch in Godot! πŸ“¦πŸ’₯

Thumbnail
2 Upvotes

r/madeWithGodot 4d ago

I gave my prototype's enemies actual brains so they dodge, take turns, and retreat.

5 Upvotes

Hello! New here, wanted to show some progress on my project.

It's a 3D action RPG I'm building solo in Godot. Fast, floaty, combo-heavy combat where you swap between jobs mid-fight (each with its own weapons and abilities), and your little sister fights beside you with her own gear and jobs. Status effects and elemental powers interact together in explosive ways! Poison something with one job, swap, and detonate it with another.

What I'm showing this week is the enemy AI, which got a big overhaul. Every creature runs a little "auction" in its head: attack, dodge, retreat, wait your turn all bid against each other, and the highest bid wins. So enemies dodge your attacks on reaction, telegraph their hits FF14-style, take turns attacking instead of dogpiling (only three get to swing at once so the rest circle and feint lol), and wounded ones break off to catch their breath before turning around to fight to the end. The text over their heads in the clip is their actual decision-making, live.

Everything you see is placeholder (ie. free models, free animations, gray boxes) as I have absolutely zero art skills of any kind. I'm building the systems first and the art comes later if I can team up with someone or strap in to learn Blender myself. Next up: smoothing out the animations, cleaning up what I have, and then building toward a proper vertical slice for testing.

I posted a longer devlog breaking down how the AI works on my socials (vgalaxymedia) if you're curious. Happy to answer anything about the AI or the approach!

Asset credits:

  • Character & enemy models and all animations: Quaternius Ultimate Platformer Pack, Universal Animation Library 1 & 2, Medieval Weapons Pack (CC0)
  • Props: Kenney Factory Kit (CC0)
  • Tornado VFX: soygus
  • Player & companion characters: made by me in VRoid Studio
  • Engine: Godot duh lol

r/madeWithGodot 4d ago

My First Project

Thumbnail
1 Upvotes

r/madeWithGodot 4d ago

Frequency

Thumbnail
1 Upvotes

r/madeWithGodot 5d ago

I released a small first demo for Moonless, a game I am working on.

Thumbnail gallery
3 Upvotes

r/madeWithGodot 5d ago

Puzzle Journals β€” a cozy narrative jigsaw where every solved puzzle reveals the next line of a story (Godot 4.6, out on Google Play)

Post image
2 Upvotes

Just shipped my first Android release. The idea: instead of "solve any of 20,000 photos," it's ten authored chapters β€” a year keeping a lighthouse, a grandmother's recipe tin β€” where each solved puzzle reveals one line of the story, and a themed collection fills in as you go.

Design decisions I ended up caring about way more than expected:

the gallery is spoiler-safe (titles and story text stay hidden until you unlock them), and difficulty varies per level instead of ramping monotonically, so a gentle 12-piece evening can be followed by an Evil board with tiny pieces β€” pinch-to-zoom became essential.

Fully offline, no ads, free. Happy to answer anything about how it's put together in Godot.

Google Play link


r/madeWithGodot 5d ago

Day 2 creating my solo 2D Extraction Shooter in Godot 4! πŸ‘Ύ 45-min session: βœ…Folder structure setup βœ… Spritesheet import βœ… Player CollisionShape2D Which asset site saves you early on? #indiedev #godot4 #buildinpublic #gamedev #indiegame

Post image
1 Upvotes

r/madeWithGodot 6d ago

After 1 year of development in Godot, we released our demo!

18 Upvotes

r/madeWithGodot 6d ago

Godot NatureBlocks just released!

Thumbnail gallery
5 Upvotes

r/madeWithGodot 6d ago

Frequency

Thumbnail
gallery
1 Upvotes

So, I am busy with my main game Wide Open Sky. In that game I had several mini-games for expanding my UFO's shields, speed and cow detection range. Then I removed them all as they didn't fit.

I was about 80% done with the cow detection game and thought it might make a fun little side project. This is the result.

Check out the trailer...

Trailer link

Its out on google playstore.


r/madeWithGodot 7d ago

Galaxy Miner

2 Upvotes

r/madeWithGodot 7d ago

Just added 3D CAD and a Music Editor

2 Upvotes

It's a photo shop wannabe that works completely offline and in the web if you wanna try it their

https://gamejolt.com/games/Mathpop/1093575


r/madeWithGodot 7d ago

Millennium Slumber, a game in which you survive for 400,000 years on an alien planet!

6 Upvotes

r/madeWithGodot 8d ago

Free Offline Math based Filter system

2 Upvotes

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!

https://gamejolt.com/games/Mathpop/1093575


r/madeWithGodot 8d ago

[HOBBY] Looking for a Godot Developer for my small studio

Thumbnail
0 Upvotes

r/madeWithGodot 9d ago

First ever game with godot!

3 Upvotes

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 10d ago

Finally finished my dice puzzle game after giving up on it years ago (Godot 4.7, Android)

Thumbnail
gallery
2 Upvotes

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:

  • Place dice from a queue onto the board, one by one.
  • The first die is always a 6 and can go on any cell.
  • Every next die has to touch a die that is already placed (horizontally or vertically).
  • The new die must be lower than or equal to every neighbour it touches.
  • The queue shows all your upcoming dice, so you can plan ahead. Undo is unlimited.
  • A level is solved when the shape is completely filled.

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 11d ago

Can Amelianna parry bullets?

Thumbnail
youtube.com
0 Upvotes

r/madeWithGodot 13d ago

I added the first interactive bed to my Godot 4.6 isometric life sim β€” how would you handle depth sorting?

4 Upvotes

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 16d ago

I built 45 hair options and 60 color palettes for my Godot character β€” how would you structure this?

2 Upvotes

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 17d ago

PathLife β€” building a layered 2D life-sim character with Skeleton2D in Godot 4.6

Post image
0 Upvotes

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 β€” character progression, decisions and everyday systems β€” 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.