Tower Trials
Developing this was a lot of fun! It happened in the Netlight Munich office over the course of a weekend.
Same as previous times, I could not spend the whole weekend developing and joined kind of late.
Others had already started the ideation on Friday evening, while I simply decided the first thing that came to my mind on Saturday morning.
The whole project is implemented in the Godot Engine, which has been my engine of choice do to it being so extremely lightweight in comparison to the other big players (Unity, Unreal Engine), and it being open source and completely free!
No shader compilation, no powerful PC. Just click some scenes together and code in GDScript (which is close enough to Python), and let's gooo 🚀
If you look through the repository you can find some dead code related to "effects" that were going to spawn to help you, such as bigger blocks or slowing down time. They were very cumbersome to implement and did not really feel fun, so the more annoying "inconveniences" ended up being the main disruptive game mechanic.
What surprised me is how much time I could ultimately spend with polishing it. Adding effects like shaking, the indicators of ongoing inconveniences, and the destruction/sniping feature (so proud of that) really make the game feel round.
I have to admit that I did use ChatGPT quite a bit in the later stages to add some of the finishing touches, which got quite confused with the new Godot version and which things were available in the API and which weren't. Claude Code and similar were not out yet at the time, so I basically copy-pasted code around 🤔 Well, it's not stupid of it works!
Head over to itch.io, give the game a try and let me know what you think!