Dodge The Spikes
- 3 Devlogs
- 8 Total hours
A game about dodging spikes (update this!)
A game about dodging spikes (update this!)
Big session today! (definitely didn’t forget to write a devlog) Here’s what got shipped:
The game is actually a game now! Spikes spawn from random sides, move across the screen, and despawn off the edge.
Score tracking is in. Each spike that passes the player increments the score, and speed scales with it. Each spike also has a ±50% random deviation in speed, so no two spikes feel the same.
Pixel art is fully gone. Both the player and spike are now drawn entirely in code using Godot’s _draw() API. No image assets, scales perfectly at any zoom (hypothetically).
Global leaderboard is live. Scores submit to a Supabase PostgreSQL backend. We even have a full leaderboard scene with a loading animation and ranked entries.
Game over screen shows your score and lets you play again (reloads the scene, resetting all state for free).
Next up: UI polish, danger zones, and a WebGL export!
I’ve been grinding!
I implemented the basic spike, replaced pixel art with code-drawn vector shapes for smooth edges, and added a very bare bones start screen.
Next up is UI cleanup, score counting, and a game over screen!
First devlog!
So far, I’ve been setting up the base architecture for the game.
Currently I just have a simple square that you can control with WASD, but there are big things ahead!