This is a minimalist puzzle platformer where you shoot arrows into walls to create platforms and jump on them to go up
I made it with godot 4
I used gemini to help me with learning the GDscript and understanding godot errors but not to solve them
This is a minimalist puzzle platformer where you shoot arrows into walls to create platforms and jump on them to go up
I made it with godot 4
I used gemini to help me with learning the GDscript and understanding godot errors but not to solve them
🔥 AVD marked your project as well cooked! As a prize for your nicely cooked project, look out for a bonus prize in the mail :)
I finally shipped ARRO! (≧◡≦) It’s a minimalist puzzle platformer where you shoot different types of arrows into walls to create your own platforms and solve puzzles. The absolute hardest part was the physics - my arrows were traveling so fast they kept tunneling straight through solid walls! (@_@) I eventually figured it out by completely rewriting the collision system using custom raycasts so they stick flawlessly every single time. I’m really proud of finishing all 5 levels, making whole ingame tutorial, and getting the web demo fully playable in the browser. Hope you enjoy it!
Fixed tutorial :) and test game and fix some bugs
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I added a victory scene and made some tests before shipping ._.
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This is going to be another devlog covering 3 hoooours of mindbending physics debugging! (@_@)
I got so carried away fixing bugs and making the game feel actually playable that I completely forgot to post an update. Here’s what I accomplished during this huge sprint:
What’s next on my to-do list:
Here you can watch a video of the game, which is probably already working.
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This is going to be another bigger devlog update! (ノ◕ヮ◕)ノ:・゚✧*
Sorry for the weirdly distorted video! (⊙_⊙) Not sure what happened with the recording software, but the game itself looks much better, I promise!
I might have been too focused on coding to post regular updates, but a ton of progress has been made. The game is really starting to come alive! Here’s what I accomplished in this update:
What’s next on my to-do list:
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This is going to be a massive devlog covering 8 hours and 53 minuuuuutes!
(°ー°〃)
I might have forgotten to post devlogs regularly, but the tracked time makes sense. Here’s what I accomplished during those ~9 hours:
What’s next on my to-do list:
Arrow physics is finally tight. No more phasing through walls raycasting on every _physics_process tick catches tunneling before it happens. Arrows now stick exactly where the tip lands.
Three arrow types implemented:
Normal – white trail
Bouncy – reflects off surfaces, green trail
Fire – destroy some walls, red trail
Each has CPUParticles2D config and color-coded trail gradient.
What’s Next
Building out Button + Door system. Buttons trigger on arrow collision, doors respond to signals. Setting up Area2D detection and animation state machines.
Time to give players something to solve. :>
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Five hours and 20 minutes :<
Started by fixing Area2D vs ColorRect inheritance issues. Rookie mistakes from earlier sessions coming back to haunt me.
Built a proper transition system with CanvasLayer animations. Looks smooth now, but getting there was painful.
Problem fixed: Scene was switching before fade animations finished.
The “jumb” Incident >:(
Renamed an animation weeks ago but left behind one typo: “jumb” instead of “jump”.
This single typo cost me HOURS today. Tracking down phantom errors that pointed nowhere. Finally found it hiding in an old script reference.
Ctrl+F is your friend when renaming anything.
Added Kenney’s particle effects: random sizes, smooth fade-out.
Fixed collision bugs and group assignments. The boring stuff that needs doing.
Better UI: Added a counter for arrows and a restart button (finally! :)).
World Building: Added animations to plants and flowers, so the game looks much more alive. Thank you so much Maaot for your beautifull assets.
Also made a proper texture for the end of the level, so it isn’t just a white circle anymore.
New Bow Mechanics:
Hold to charge mechanic
Aiming dots added “angry birds” style line using a Line2D to show the arrow’s path
Physics: Arrows now use gravity (1000) and stick perfectly into walls
Technical Fixes
Coyote Time: added a 0.15s window to jump after leaving a platform, I thing the game feel so much better now
Visuals
I’m so glad I started using these assets they make the game look beautiful. I’m using massive 512px tiles and plants to create a deep, mossy cave atmosphere
I set up a TileMap to build the levels
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Ballistic Physics: Arrows now follow a realistic arc with gravity
Stuck Mechanic: Projectiles successfully convert into solid platforms on impact
Collision Layers: Fixed Player vs. Arrow interactions (ignore during flight, stand on when stuck)
Bugfixes: Resolved node hierarchy errors and “propeller” rotation bugs
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I’m working on my first project! This is so exciting. I can’t wait to share more updates as I build.
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