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ARRO

5 devlogs
15h 51m 36s

This will be a minimalist puzzle platformer where you shoot arrows into walls to create platforms and jump on them to go up
I’m making it with godot 4

This project uses AI

I used gemini to help me with math(trajectory calculations for the bow) and understanding godot errors but not to solve them

katopirat

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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katopirat

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.

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Comments

hack.clubber
hack.clubber 26 days ago

Nice game, Could you add a demo so I can try it??

katopirat
katopirat 25 days ago

ok i will :>

katopirat

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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katopirat

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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katopirat

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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