Inspiration
After playing the original Killer Queen cabinet at Austin's Cidercade downtown, we really wanted to be able to re-experience the fun at home with our friends. We wanted to use Godot to make a homemade version not just to learn some more about game development, but also to have a product that we could go home and play with our friends online.
What it does
Comet’s Crown is designed as a 3v3 celestial brawler where each team commands one Astron (the queen) and two Acolytes (the little ones).
The Astron can fly and dominate from above, while the Acolytes dart and jump across the ground to collect cosmic berries scattered through the arena. Teams can win by either:
Economic Victory: Gathering the most berries for their comet.
Combat Victory: Defeating opponents by jumping on top of them — whoever’s on top wins!
We weren’t able to complete all the mechanics or visuals in time, but the core idea, combining flight, teamwork, and platform combat, guided every part of our prototype.
How we built it
We built the prototype in Godot 4 using GDScript, starting with movement, team roles, and collision-based combat.
Gameplay Logic: Implemented base movement, the “jump-on-top” combat mechanic, and local multiplayer support — up to three players can play together on one computer using different controls.
Networking: We initially planned to add local network play, but ran out of time before implementing it. The framework is partially set up for future online functionality.
Art & Design: Sketched out concepts for the Astron, Acolytes, and celestial arena, though the full pixel art and animations are still in progress.
Challenges we ran into
Getting consistent hit detection for the “on-top” combat mechanic.
Learning how to use Godot’s physics engine, especially configuring collision layers and masks so characters interact correctly.
Integrating multiplayer features under time constraints — we only finished local three-player support.
Managing scope — we had to scale back visuals and networking plans to focus on getting the gameplay foundation working first.
Accomplishments that we're proud of
Prototyped a fun and creative concept rooted in teamwork and celestial lore.
Learned the fundamentals of multiplayer structure and physics interaction in Godot.
Designed an original art direction and gameplay idea, even if it’s not fully realized yet.
Got a working foundation that we can continue building on after the hackathon.
What we learned
How to design around asymmetric character roles.
The importance of scoping realistically for a weekend project.
Learned a lot about the physics engine on Godot, learned a little bit about Inkscape.
What's next for Comet's Crown
We plan to keep working on Comet’s Crown after the hackathon. Next steps include:
Completing the pixel art for Astrons, Acolytes, and arenas.
Finishing flight and berry collection mechanics.
Adding networked multiplayer and refined collision detection.
Expanding win conditions and experimenting with new cosmic power-ups.
Even unfinished, Comet’s Crown represents our favorite part of game development, dreaming up worlds where teamwork, chaos, and creativity collide!
Built With
- gdscript
- godot

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