Inspiration

I like 3D platformers and wanted to make something where preserving momentum is key, such as with bunnyhopping and canceling moves. I also wanted to make something that also feels like the first person shooter games of old on the Quake/Source engine, so they use similar math.

How we built it

Almost entirely made in Godot, with some textures by hand in Paint/Krita and voices recorded in Audacity. Thank you to ChairGTables for their contribution as Cool Stick Guy's voice.

As I do not have a background in CS, I utilized Gemini Flash to help me debug my code, and learn about useful functions in the engine. The only non-human written code is the shader for the platform boxes, and the tweens to make the buttons grow larger when you hover over them.

Challenges we ran into

Having enough assets in time, and making enough levels! Also, developing solo means I had to direct all my attention to individual bugs/issues.

Accomplishments that we're proud of

A character controller that feels great, and having enough polish early to make the game look and feel good.

What we learned

What's next for Cool Stick Guy Adventure SUPER DELUXE EDITION

More levels!

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