A Bard Game
A chaotic 2D free-fall arcade roguelike made with Godot 4.
I am the developer of A Bard Game, a fast-paced 2D arcade roguelike built in Godot 4.
The concept is simple but chaotic: you play as an ill-fated Bard in an endless skydiving free-fall, constantly dodging ridiculous hazards (from falling beer steins to giant flying pizza slices), picking up coins, and buying survival upgrades mid-air.
What I built
- Snappy free-fall movement: Tuned the 2D physics and terminal velocity mechanics so the controls feel tight and responsive, giving players enough micro-control to weave through bullet-hell projectile patterns.
- Procedural spawner: Built an algorithmic hazard spawner in GDScript using weighted probability tables. The longer a run lasts, the more aggressively it mixes projectile types, speeds, and comedic hazards.
- Object pooling & performance: Kept performance pinned at 60+ FPS by pooling projectiles and implementing strict off-screen culling, so dense hazard storms never drop frames.
- Signal-driven architecture: Used Godot’s signals to cleanly decouple player physics from UI, audio triggers, and shop state.
- Shop & progression: Programmed the mid-air merchant interface, persistent upgrade unlocks, and a local JSON save system for lifetime records and stats.
- Dynamic death messages: Built a Game Over screen that pulls from a big list of sarcastic, contextual death messages depending on what killed you.