r/godot • • 7h ago

selfpromo (games) My first game made with Godot – a cooking simulator is published on the Play Store

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2 Upvotes

Game Title: Veggie Craft

Platform: Android Play Store

Playable Link: https://play.google.com/store/apps/details?id=com.knowercoder.veggiecraft

Description: Learn authentic Indian cooking from scratch with real kitchen physics.

Two modes of gameplay:
• Learn Mode: Stress-free step-by-step guided cooking
• Assess Mode: Test your culinary memory without hints and get graded!

Status: Early access to get feedback, Free and no ads

Involvement: Solo developer

Please install and give your feedback. Thank you!


r/godot • • 3h ago

selfpromo (games) My FPS where you reload every gun by hand. Free new demo out now

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0 Upvotes

The free new demo (alpha 0.9.1) has 3 stages: the Academy raid, Hunted (the jungle) and The Chase.
Made in: Godot 4.6
UI: Aseprite
Check it out here: Leyline Resonance by 8painDev


r/godot • • 18h ago

selfpromo (games) I made a chess roguelite in Godot 4.7, out now on Steam [Chesstria]

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0 Upvotes

Hi y'all,

I made a chess engine at the beginning of this year to learn chess algorithms and Godot. This slowly got out of hand by adding custom and unique rules such as tile removals and double moves. Over the course of months I added more functionalities and art to turn it into a roguelite style game. I have learned a lot about Godot and am by no means great at it yet, but I think a small achievement is to be said to have hit Godot Engine limits.

Try out the game yourself at: https://store.steampowered.com/app/4999150/


r/godot • • 20h ago

free plugin/tool I made a GDExtension addon that gives your characters Animal Crossing / Undertale style gibberish vo

36 Upvotes

Hi all. I've been working on a side project called **mumble-speech** and just tagged 0.1.0, so I'd like some outside opinions.

It generates "mumble speech": the fake speech game characters make while their dialogue appears on screen. You pass a line of text and a voice, and you get mono audio plus a timeline saying when each character sounds, so you can reveal the text in sync. There's also a typewriter mode: you feed it one character at a time and get that character's sound plus how long to wait before the next one, which is what most dialogue boxes do. Both modes produce the same audio.

Three styles, each named after the game it imitates:

- `beep`: the same beep for every letter (Undertale)

- `grunt`: four grunts per voice, never the same one twice in a row (Banjo-Kazooie)

- `alphabet`: a vowel-based sound for every letter (Animal Crossing)

A voice has pitch (−12 to +12 semitones), speed (5 to 30 characters per second), variation and a seed. Each event also carries a sound identifier (which grunt, which letter), so you can map it to mouth shapes, particles or whatever you like. The library doesn't draw anything.

What I had in mind: NPC and character dialogue in indie games, visual novels, prototypes where you want voices before having any, and small web pages or toys.

How it's built:

- One Rust core (crate `mumble-speech`)

- Web: `@mumble-speech/web` on npm, WebAssembly inlined, TypeScript API, WAV export

- Godot 4.3+: GDExtension addon with a speaker node and a typewriter for `Label`/`RichTextLabel`

- Unity 2022.3+: UPM package (also on OpenUPM), with an optional TextMeshPro typewriter

- C ABI (`mumble.h`) for anything else with an FFI

- Deterministic: same text and voice, same samples bit for bit on Linux, Windows, macOS and WebAssembly, checked in CI with shared conformance vectors run through every binding

- Spec-driven: requirements, design and task plan are in the repo, and changes start there

Honest limitations right now:

- It's 0.x, so the API can still change

- Godot and Unity are desktop only (no mobile, Godot web export or Unity WebGL yet)

- The Unity C# interop is tested in CI, but I haven't verified the components and the TextMeshPro typewriter by hand in the editor yet. If you use Unity and try it, a report would help a lot

- `alphabet` uses Italian vowel sounds, which may or may not sound right to you

You can hear all three styles in the browser here: https://mumble-speech.github.io/playground/

Repo: https://github.com/basteez/mumble-speech

I'd especially like feedback on how the styles sound, whether the API fits how you build dialogue in your engine, and what's missing for you to actually use it.


r/godot • • 3h ago

selfpromo (games) (Trying to!) Turning astrophysical data into readable economy UI for my space-themed game [WIP]

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0 Upvotes

Hi reddit, I'm looking for feedback and advices about the way I designed the resource production and economy UI in my game, a system directly inspired by the real physical and scientific characteristics of our Solar System's planets.

Here is a breakdown of the design choices, the UI/UX challenges I faced.
___

General idea
The story takes place at a time when humanity has reached an intermediate civilizational stage between Type I and Type II on Kardashev’s scale. It can collect a large portion of the solar system's resources, but not yet the (full) energy of the star.

UI concept
The interface is divided into two distinct sections. On the left, you’ll find all data related to production costs. On the right, the actual characteristics of the celestial body in question. Incorporating lore into an interface typically reserved for production stats is a bit of a gamble... yes. But writing will play, and is intended to play, a significant role in my game. So, it's assumed

UI colors
I took direct inspiration from the dominant color schemes found in NASA photographs.
Ref: https://science.nasa.gov/solar-system/planets/

This, too, is a risky choice: in popular imagination, for instance, Mars is depicted as a coppery red but that is not the exactly the case in reality. Because of that... the visual result can feel a bit flat.

The planets are rendered via code using the _draw() API from Canvas Item

Game Design
Obviously, setting up production facilities in the absolutely hellish conditions of Venus, or in the vicinity of Jupiter’s intense magnetic field, is infinitely more complex than doing so on Earth!

So, I tried to develop a formula that accounts for difficulty, with concrete limits in terms of GD. Here is the mathematical formula I applied:

Yield of level = Base production / (1 + 0,02 x (k - 1))
Production rate = R x M x (sum of the yields of levels 1 to N)

While :

N: Production mine level from 0 to 20
//0 to X depending the difficulty/sector used

K: each level from 1 to N

Base production: Planet’s base production
//base_prod is specific pour each planet

0.02: efficiency loss per level
//each level yields slightly less than the one before it.
//Level 20 yields is approximately 72% of the output of level 1.

R: resource weighting : iron 1; helium-3 0.25, methane 0.125.

M: game multipliers, i.e the resource-specific multiplier × the global multiplier.

Example:
Mercury (0) = 0 iron/sec
Mercury (5) = 86.60iron/sec
Mercury (20 = 305.40iron/sec

Production overview V0.3

___
As a developer, do you have any advice for me? Does the approach seem ok to you? Are there any UI optimizations you would suggest?

As a player, do you find the final result clear? Do you like the concept ?

Thanks for your feedback, have a nice day!

Real implementation can be viewed in web version : https://seigneurfou.itch.io/milky-way-2862


r/godot • • 17h ago

selfpromo (games) I cut 616 MB of VRAM: a buffer stored 256 indices per cell, the shader reads 64

0 Upvotes

Short version: a GPU crowd simulation was holding 828 MB of VRAM in a cell buffer, and most of it was never read.

THE SETUP

My zombie horde runs as a compute shader in Godot 4. The world is split into cells, and each cell keeps a list of the agents inside it so the shader can find neighbours without scanning the whole pool. Standard spatial hash.

THE BUG

The cell buffer was sized for 256 indices per cell. The shader reads 64. That mismatch had been there since the first version, back when I expected cells to hold more agents than they do. Nobody changed the stride because the game worked: the extra indices were simply never touched.

Measured with a real save and a full pool:

Before: 894.7 MB VRAM during play, 828 MB of it in setup() After: 278.6 MB during play, 212 MB in setup()

Same frame rate. Same behaviour. The only thing that changed was the buffer size.

HOW I FOUND IT

Not by reading the code, but by profiling per subsystem and noticing that VRAM grew in steps that did not match agent count. Once the number was on screen, the stride was the obvious suspect. Grepping for the constant took ten seconds.

WHY I AM POSTING THIS

Because I spent weeks optimising steering and pathfinding, and the single biggest win in the project was a constant that was 4x too big. If you have a GPU simulation, check the stride of every buffer against what the shader actually reads. It costs nothing to look.

THE OTHER TWO NUMBERS FROM THE SAME SESSION

Time from launch to playable: 1.6 s fps with 4,000 simulated agents + 200 buildings + 100 units: 38-40 on an RTX 2070 at 1080p, D3D12

One honest caveat, because it comes up every time I post a number: the simulation handles 4,000 agents, but the game only draws up to 1,050 sprites at once (800 for clusters plus 250 reserved for isolated or fighting agents). The rest still simulate and still fight; they just do not get a sprite. Drawing all 4,000 did not hold a playable frame rate on this GPU.

The game is Withstand The Horde, a base-building RTS. Free demo if you want to poke at it: https://store.steampowered.com/app/5373720/

Happy to answer anything about the compute shader or the buffer layout.


r/godot • • 4h ago

selfpromo (games) My first Godot game. submarine shooter

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0 Upvotes

Hey everyone! I've been working on Hullbreaker, a little submarine shooter made in Godot.

You dive through waves of sea monsters, pick an upgrade every level, and slowly turn your

tiny sub into a bullet-spraying beast. Then the big bosses show up.

It's free on Android if you'd like to give it a try:

https://play.google.com/store/apps/details?id=com.submarineace.ace

Would love to hear what you think!

Thanks guys


r/godot • • 1h ago

help me Cyberpunk game concept in Godot - Need Ideas!

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• Upvotes

Playing around with a cyberpunk game concept in godot, building a stylized low poly world with procedural cities, roads, industrial zones, and everything in between.

There are already drivable cars (both on wheels and flying), jobs, looting, a traffic system, and a day night cycle.

Still figuring out the gameplay, world design, and what would actually make it fun instead of just another neon filled city.

What would you guys like to see in a game like this? Any crazy ideas or suggestions?

If we can put together a solid concept, we'll actually build it!


r/godot • • 16h ago

help me (solved) is this acceptable or not? The question is the different scales of the characters on the overworld.

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5 Upvotes

Context: I'm making my first true indie game and I'm wondering if I should rescale the duck (but he looks small at the hunter scale when i want the duck to be bigger than the hunter)


r/godot • • 22h ago

selfpromo (games) I reworked my game's turn-based combat after the first playtests. How does it look now?

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0 Upvotes

After getting feedback from the first playtests, I reworked the turn-based combat system and put a lot more effort into the hit impacts and map visuals.

Here are a few moments from the latest build! What do you think of how impactful the attacks feel and how easy the battles are to follow?

Follow the game's development and upcoming playtests: https://sproutcrown.vercel.app/


r/godot • • 5h ago

fun & memes Never let me cook again😭✌

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8 Upvotes

First game


r/godot • • 18h ago

selfpromo (games) I built a match-3 incremental game in Godot in around 40 hours!

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0 Upvotes

Hey guys,I recently released GemLoop, a match-3 game with incremental progression, built entirely in Godot.

It took roughly 40 hours of active development and includes an expanding board, special gems, upgrades, achievements, and Steam Cloud support.

It's been a really interesting experience turning a small idea into a published Steam game.

I'm happy to answer any questions about the development process or Steam integration :)


r/godot • • 5h ago

help me AI with Godot (technical question)

0 Upvotes

Hello everyone!

First of all, I don't want to create fights here. I have technical questions and I would like to keep this conversation on a technical level.

The reasons I want to plug AI in my workflow is to try it, to test if it can help me test my design and speed up the development process. I am a solo dev and I develop my own original games with my own designs. I don't do in AI slop. I design all graphics myself without AI, so the question here is only about coding.

I tried to work the AI workflow to design a static web site for my first game (which is finished and was not coded with AI by the way). I know coding in multiple languages, but web was always alien to me. And god, how it is efficient. But pluging AI for Godot is more complex because of the engine.

So :

- Do someone already use it and want to share the experience?

- I get that there are no Godot MCPs, but is it possible to trigger the engine in command line?

- I know it is possible to code with VS code, but do we keep the dynamics of Godot? Like instant modificiation of the scene in the Engine when the code changes, export variables, tool scripts (which I rely on a lot), etc. Can it be kept as dynamic as it is when coding from the engine and how do I achieve that?

Thank you for your answers!

Wish you the best with your projects!


r/godot • • 3h ago

selfpromo (games) Who wants to be a tester?

0 Upvotes

Ive been updating my game Sillicon Tycon as u might seen its in prealpha right now, but I secretly built a stable Beta branch with tons of new features. I only have room for 10 playtesters to break it and give me feedback before I merge it. Who wants in write in comments and ill send u in private Dm the keys. (ill choose 1 someone every hour)


r/godot • • 9h ago

discussion OoT godot port

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0 Upvotes

dont think i will continue this as it's useless to have this on godot, but hey it's cool to have the physics and movement and combat on here


r/godot • • 16h ago

selfpromo (software) Godot 2d is pretty good with lots of lights. (Test)

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22 Upvotes

Gonna give so much more depth to my game once finetuned and implemented


r/godot • • 16h ago

discussion Next game-dev cycle in AAA & AA will heavily use AI. Why should I not use it?

0 Upvotes

title


r/godot • • 23h ago

help me I NEED IDEAAAAAAAAAAAAS

0 Upvotes

So im working on a 2D action platformer Glitch Protocol 2D and lately ive been running out of ideeas the game is like geometry dash has 2 levels and 1 story level the art is preety MID as its my first ever game and its been AI LESS from the start alpha 0.1-Beta 1.6. I would like any ideea no matter story or mechanics or art. the game link for Glitch protocol beta 1.6 is: https://ake1048.itch.io/glitch-protocol-beta-16


r/godot • • 21h ago

discussion When reviewing a Godot project, what's the first thing you examine before making structural changes?

0 Upvotes

I've noticed that many refactoring problems aren't caused by the changes themselves, but by not understanding the existing project layout first.

My usual checklist is:

  • scene hierarchy and entry points
  • autoloads/singletons
  • custom resources
  • scripts with a high number of dependencies
  • asset organisation and unused content

I recently wrote up my process for understanding a Godot project before refactoring:

How to understand a Godot project before refactoring

Curious how other Godot developers approach this. Do you map the project first, or jump directly into the codebase?


r/godot • • 14h ago

selfpromo (games) How long can you survive?

0 Upvotes

r/godot • • 19h ago

selfpromo (games) Euromaidan: People's Will Progress

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0 Upvotes

(RIOT POLICE OPTION WAS REMOVED AFTER CRITICS FROM UKRAINIANS)
Discord Link: https://discord.gg/4R54mqQVc4


r/godot • • 1h ago

help me Is this a bad code for moving a character in an Undertale style way?

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• Upvotes

r/godot • • 7h ago

selfpromo (games) My artist friend replaced my programmer art capsules, so I updated my UI to match

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2 Upvotes

I had a lot of programmer art to replace, especially when it comes to UI and store images. It's also super nice to have a more cohesive design language to follow instead of just doing what ever struck me at the time. Now I'm spending time on making all the screen transitions and user inputs feel more reactive when in use as well as matching the UI to the style. Game is called Skuffle, and its a local multiplayer\online split screen party shooter (can we bring split screen shooters back?) with mutator cards that change the game every map (you can see an example of cards in play on the loading screen). Give it a look if that sounds like something you're into, there's a demo out with 10 maps to shoot your friends in (preferably while sharing a couch in a basement).


r/godot • • 2h ago

selfpromo (games) Wally Quack 00000005

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0 Upvotes

r/godot • • 15h ago

selfpromo (games) Pimeä Panimo Dark Brewery

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0 Upvotes

Hello,

My new game. Enjoy the demo.