( the video is a meme pitch - make sure to check our less meme pitch here )

Bunbun's Adventure

Bunbun's Adventure is a winter survival game. The user spawns in an enclosed map, where they need to stay close to their house (their only source of heat). As they gather resources, the user can upgrade their heat source, allowing them to venture further and explore more of the world. The end goal is to be able to successfully exit the map. Be wary, though, as you only have one life: once your temperature bar reaches zero, it's game over.


We were heavily inspired by many other survival games such as Minecraft and The Forest.


Bunbun's Adventure is built with Godot, a free, cross-platform, open-source, 2D and 3D game engine. Godot made our project much easier to implement, as it offered some developer-friendly tools to further increase the quality of our game. Godot uses a custom scripting language, GDscript, which is heavily based on Python. These similarities gave us an easy entry point into the language, allowing us to quickly grasp the language.


We ran into challenges before we even started implementing Bunbun's Adventure. It was pretty difficult to settle on one theme/one idea for our game and to stick to that theme throughout.

Another challenge we faced while implementing Bunbun's Adventure was accessing Godot nodes from the child of another node. Since it is uncommon to do so, implementation and documentation were lacking, making the challenge all the more difficult to resolve.

Moreover, there was a great deal of lag when we were testing our project. Our minigames weren't giving the right amount of resources on completion, and resource incrementation was delayed whenever the user spam-clicked. We fixed both of these issues by rewriting our code.

Furthermore, it took us some time to implement the "RNG" aspect of our game. It involved duplicating nodes, changing their x and y coordinates, and appending them to the parent node. However, the documentation for duplicating and transforming nodes was extremely difficult to parse, especially quickly.

Lastly, we ran into some issues when we tried to export our game to HTML5. The export template that we used was outdated, and installing the update took almost an hour. As well, certain assets in our game (such as the main menu) kept disappearing after being exported. We fixed this issue by recreating the node (aka copy-pasting it, and deleting the old one). There was also a problem with our itch.io link malfunctioning on MacOS, which may be because of our failed export attempts.


The biggest takeaway from this project was to simplify ideas. In the beginning, we had too many crazy ideas, and it was difficult to reel in our imaginations and come up with a feasible idea. By the end, we had cut down many of our complicated ideas, replacing them with similar, but simpler ideas, allowing us to successfully complete the project.

Next Steps

  • create a fully randomized map generator
  • create more minigames
  • create more stories/levels for Bunbun to explore
  • more resources
  • customizable character/different characters
  • more challenges (maybe an avalanche or hailstorm, harder challenges with extra lives for a reward?)
  • more variety in general ™™
  • leaderboards for fastest speedruns (competitive spirit, makes the game more replayable)
  • improve some of the graphics (the buttons [x, exit, start, back], the two-log logs [the shadow])
  • adding an objective screen before the instructions so it’s clearer to play
  • add music! (we made music but didn’t actually add it)


Assets Used: Kenny Game Assets, Input Prompts Pixel 16x Dialogic Godot Add-on

Built With

Share this project: