Development of Snack Chads
Snack Chads is out in public, and now it's time to talk about all the lessons learned during its development. This one was TOUGH, so let's dig in!
Snack Chads is out in public, and now it's time to talk about all the lessons learned during its development. This one was TOUGH, so let's dig in!
Snack Chads is finally complete, and ready to be played!
Have a go at my attempt to replicate Mario's gameplay, and a small part of my life! Four quick levels to run through!
It's an honor to be featured on FindNextPlay!
Cheese Chasers got second place in last month's showcase, and I'm very thankful!

As the games get larger and more advanced, the amount of topics I can cover without writing for days on end becomes more limited.
So this time, let's take a look at my implementation of the state machine for the ghosts, how I learned and utilized Godot resources, and how the game's story mode works.
Problem-Man is out!
Experience the classic Pac-Man gameplay through the Problem-verse! Four unique mazes, each based on a previous game of the Problem 18 challenge.
Cheese Chasers is out, and with it comes a development post! This is the game that took the most time to develop, that taught me more than the previous games altogether.
Let's take a look!
Cheese Chasers is out!
Shoot lasers, use power-ups, and defend yourself from hordes of hungry mice!
I discovered a neat little feature in Godot 4.6 (and probably earlier versions). Through a simple toggle, the editor will show a script button next to a scene's title.
Take a look at how to enable it and what it does!

During development of "I need to go", I struggled with the TextureProgressBar. A particular issue with the progress not filling or depleting correctly according to its value.
You're not alone, let me show you how I fixed it!
Head straight to solution? Feel free!
My experience with learning 2D art, and especially animation was tough. It was a demotivating process that turned out to be very rewarding with patience, sleep and some mercy for myself. In turn, I am now very eager to learn more.
I remade "I need to go" not due to lesser feedback, but due to my own dissatisfaction and gentle need to keep my games up to a certain standard, even if they are just learning experiences.
Follow along through my process of realizing this, and further improving the game.