Four Godot Developers Jam Off the Same Art Pack (w/ PlugWorld, Picster, and Artindi)

jmbiv・2 minutes read

Various YouTubers participated in a 48-hour game jam focusing on Godot, using art from a one-bit pack by Kenny, creating games with unique mechanics and challenges. Games showcased innovative gameplay mechanics, intense visuals, creative artwork, and received positive feedback for creativity, simplicity, and sound design, with suggestions for improvement in player experience and control.

Insights

  • Participants in the game jam, including Plug World, Rapha, and Artindi, created unique games within a 48-hour time limit, showcasing diverse gameplay mechanics, art styles, and player experiences.
  • The games developed during the jam received positive feedback for their creativity, simplicity, and sound design, with suggestions for improvement focusing on player control, tutorial visibility, and enhancing gameplay tension through more NPC interaction.

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Recent questions

  • What was the focus of the game jam?

    Godot

  • What assets were allowed for the games?

    One-bit pack by Kenny

  • What type of game did the speaker aim to create?

    3D FPS

  • What feedback did the game receive?

    Positive

  • What was the main mechanic of the game?

    Adding and removing walls

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Summary

00:00

"Godot Game Jam: Creativity and Challenges"

  • Inspired by Mrs., the speaker invited other YouTubers to join a game jam focused on Godot.
  • Participants included Plug World, Rapha, and Artindi, with a 48-hour time limit to create a game.
  • Only art from the one-bit pack by Kenny was allowed, with other assets like sounds and fonts permitted.
  • The speaker aimed to create a 3D FPS game, a new challenge for them, with a first-person controller and shooting mechanics.
  • A basic procedural generation system was implemented, along with a wizard enemy shooting fireballs.
  • The art style was simplified to enhance enemy visibility, and a scoring system was added for gameplay purpose.
  • Another participant, Gunner Guy, created a simple yet direct FPS game with smooth gameplay and impressive visuals.
  • Franz Fury, developed by Rapha, showcased creative use of the tile set for unique artwork and intense gameplay.
  • The game featured car driving mechanics, AI enemies, and a post-apocalyptic theme with challenging controls.
  • Feedback highlighted the difficulty in controlling the car and aiming accurately, suggesting improvements for player experience.

14:48

"48-Hour Game: Walls, Mechanics, and Upgrades"

  • The game was developed in an impressive 48-hour time frame, showcasing a high level of polish.
  • The player spent 40 minutes playing the game, finding it phenomenal but suggesting a repair or checkpoint feature for mid-level breaks.
  • The game's main mechanic involved adding and removing walls, leading to the creation of various assets and enemies that interacted with this mechanic.
  • Levels were designed with assets for easy wall placement and a tile set to set boundaries.
  • A tune was added for the game, along with a title screen and adjustments based on player feedback.
  • Players praised the tutorial, gameplay mechanics, and visual effects like screen shake and lighting.
  • The game received positive feedback for its creativity, simplicity, and sound design, with suggestions for improved ball control.
  • Inspired by Bennett Foddy's "QWOP," the player created a racing game where the character sprinted by alternating arrow keys.
  • Levels were designed with a medieval theme, including sound effects like footsteps and referee wizards.
  • The game was completed with an upgrade system, multiple levels, and final tweaks, leading to overall satisfaction with the end result.

28:01

Desert racing game with strategic cheating feature.

  • The game is set in a desert environment with a racing theme, where players must push buttons to increase their speed and strategically cheat to win races; the game features creative castle bridges, organic character movements, and varied tile sets, with the only critique being the tutorial's visibility and the suggestion for more NPC interaction to enhance gameplay tension.
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