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AlexG

@AlexG

Joined June 2nd, 2026

  • 17Devlogs
  • 3Projects
  • 2Ships
  • 30Votes
Frc 2424
Insta @Alexrgalo add me I insist
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1h 24m 10s logged

Added some lights with shadows for the moon, the ufo, and the ufos beam. I think it really adds a whole new visual element to the game!

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I challenged myself with making a game for the 2026 GMTK Game Jam, and I think I did pretty good!

I have recently been obsessed with Balatro, so this is heavily Balatro inspired. Basically, it’s a deckbuilding rouge-like where cards are played around a clock. When the hand passes a card, it triggers, and the cards all have different abilities.

From making the game, I learned so much about Godot and programming systems. One thing I focused on was having tweens everywhere I could, so every little interaction with the game has a bouncy little animation. I used to never use tweens, but now I’m a certified tween-master. I also used a state machine for the cards, and the organization and simplicity of the system I created really allowed me to focus fully on the gameplay and made adding more cards much easier.

THE GAME IS MOBILE FRIENDLY!!! And there’s some pretty sick music my friend made, so play it and listen, too!

  • 4 devlogs
  • 19h
Try project → See source code →
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11h 39m 22s logged

It got down to the wire at the end of the jam, but i was able to get it all done! Ill try and list everything i made in the almost 12 hours here, from memory:

  • new card variations, (16 in total)
  • new art for everything
  • music!
  • title screen
  • game over and victory screens
  • balanced deadlines and quotas
  • show deck button
  • tooltips for cards
  • fixed a million bugs

I’m definitely going to be adding more to this game and fixing all the stuff that is slightly annoying (layering of the text).

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4h 56m 47s logged

Ok so sorry for the lack of devlogs, I was kinda rushing to get things in, with the limited time of the game jam and all. But heres a list of everything i can remember adding:

  • Animations for cards being picked up, placed, played, and more
  • day calendar which tells you which days have deadlines
  • quota and deadline display which tells you how much and by when you have to have
  • shop which restocks every deadline
  • fixed a whole lot of bugs with cards interacting with each other
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1h 31m 51s logged

Made the base mechanic of the game!

  • When you click the button, the hand spins around
  • when the hand hits a card, it activates, and each card does something different:
    -add hour - adds the hour of the slot its on to min
    -free time - adds the amount of free spaces to min
    -anticipation - disables the next 2 hours and doubles the effect of the third
    -rewind - brings the hand back, making it trigger the previous card again
  • each card has a multiplier, indicated by its color, which multiplies its effect (purple 0x, white 1x, gold 2x)
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48m 8s logged

I made the basic card placing setup and mechanics using state machines for the cards. The codes a little messy, but its for a game jam, so shhhh. Also all the assets are temporary

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2h 17m 23s logged

I added a tutorial with simple keys to hint to the player what to do. I also added a minimap that gets uncovered as you walk around the map, and a speedrun timer in the corner. All of these features were from community feedback, and I thank everyone who played my game and gave me good feedback!

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I made a demo for a game. It’s a platformer where you use a UFO as a frisbee and its tractor beam to help with jumps.

I based the main mechanic off of Minecraft’s water bucket, and I want to expand it and the game to feature more areas and more uses of BUFO’s (that’s what the UFO is named) tractor beam.

You can play it in the web, so go ahead and play it! You do need a keyboard and mouse, though. I encourage you to collect both gem fragments and let me know of what you think of the game in the comments.

So, about making it…

The core mechanic of the UFO is supported by using states for whether it was held, flying, floating, or returning. This was my first time using states like this, and it turned out super neat and worked well.

I also spent a lot of time designing the areas, which are sort of levels, and basing them around a main mechanic which gets harder over time. I tried to use the Super Mario technique of introducing it in an easy environment and then ramping up the difficulty.

Overall, it was a super fun game to make and mechanic to work with, and I’m definitely going to be expanding on this. And if you read all this, thanks for reading!

I also challenged myself to use a somewhat limited pallet, which got a little expanded but stayed right below 10 colors, if you include black and white.

  • 6 devlogs
  • 13h
  • 11.58x multiplier
  • 147 Stardust
Try project → See source code →
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4h 10m 1s logged

finished the towers area, and created gem shards at the end of both areas to collect. Also added some smaller, nice things like:

  • parralax stars in the background
  • coyote time and jump buffering
  • correct overlapping with player and ufo sprites
  • removed the cursor since it was confusing
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45m 25s logged

Finished the whole rocky mountain section! I have yet to add checkpoints and the reward at the end, but the easier of the parkour is finished. One down, three to go!

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2h 2m 39s logged

kinda perfected the movement, made a bigger map/playground, and made a magnet for some interesting parkour

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1h 53m 51s logged

Added arrows to switch between screen on the 2d side, and a countertop and simple movement and viewing controls on the 3d side.

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