Lentävät Gigut — Version 1.0.0.0
Latest version: 1.0.0.0
- Initial public release.
- Windows installer, Windows zip, and Linux zip builds available.
- There were couple of beta versions before this but I think they didn't have version numbers
I'm currently learning how to make games. I've wanted to make games since I was a small boy with a Commodore 64 in the late '80s, but that dream faded away in the late '90s when everything became far too professional.
With the emergence of digital platforms like eShop, Steam, GOG, and others—as well as free and easy-to-use development tools like the Godot game engine—that dream has re-emerged after lying dormant for nearly three decades.
I use generative AI tools for some graphics, code, and music, and many sound effects come from free stock libraries. However, I also create my own graphics and sound effects—and perhaps you'll even hear a song composed by me someday!
I'm not aiming to be a world-class programmer or artist—my focus is on game design. My games will start as very simple prototypes, but as I learn more, they should grow bigger and better. Just wait and see!
This is the very first game I’ve ever made. Sure, I had done some experiments before, but nothing even half-serious. The main goal here was simply to create a working game and actually release it.
I’ve always struggled with perfectionism. I tend to keep polishing whatever I make, and in 99.9% of cases, I never show anything to anyone because I don’t think it’s good enough. So it’s honestly a small miracle that this game exists at all.
I went into this with absolutely no idea how to make games. Even with proper tools, I didn’t really understand how to structure a project like this. The game itself was made in about two days, but I spent another two days going back and tweaking things, so let’s call it four days total.
There’s a pretty obvious contrast in quality between the catchy music and the fancy-looking game logo (I just wanted something graffiti-style—it’s not really related to the game itself) and the rest of the game: crude menus, barely functional mechanics, and those dick drawings that look like they were made in Paint.
You can probably guess which parts were made by me and which ones were generated by AI.
For my second project, I went all guns blazing—I wanted it to be bigger and better in every possible way.
After a couple of days working on the first version, I hit a dead end. Once again, I didn’t really know how to structure the project in a way that would let me expand it without constantly deleting, moving, or rewriting everything whenever I added something new.
I stepped away for a bit and worked on another small game, where I finally managed to get the structure and basic game loop right. After that, I didn’t want to abandon this project, so I decided to start over from scratch.
This time, I already knew what I wanted and had a much better idea of how to build it. I had also created (or delegated to AI) some of the graphics, sound effects, and music, so I was able to get back to where I had been fairly quickly.
All in all, it took a little over two weeks to finish. I almost got stuck in feature creep and endless polishing again, but this time I made the call to release it and move on to the next project.
After finishing Destroy Their Brains!, I wanted to see how 3D game development differs from 2D. I do play 3D games, but the main reason I got into game development in the first place was to make 2D games.
For this project, I intentionally didn’t build a proper structure. There are no autoload managers, and while animations are handled with AnimationPlayer, they really should be using AnimationTree so things like upper and lower body animations could be blended properly. Because of that, you’ll notice quite a bit of glitching—for example, when you try to punch while walking.
There are also some… interesting behaviors. You can jump over the enemy and just stay there as long as you want. If the CPU moves too close to the edge of the arena, you can jump over the wall and fall into the void. And after you defeat your opponent and they hit the ground, you can keep kicking them, causing their body to twitch endlessly.
I decided to leave all of this in and call them “features” instead of bugs.
This one took about three days to make.