Physics-based bow and arrow game thing idk yet

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6hr 53min1:16 AM10/13/25

New Demo!!!!!

CONTROLS:

A / D or Arrows to move

W / Up Arrow to jump

Mouse to aim and shoot bow

Space to switch Arrow Types

Enter to start

P to pause (and see Speedrun Timer)

You can also connect an external controller with Bluetooth!!!!! (I hope somebody does this...)

DEBUG TOOLS (at your service, playtesters):

1 to restart game

2 to give yourself an arrow

3: (doesn't do anything lol)

4 to skip level

5 to give yourself bow

6 to give yourself new arrow type (always goes in order, no matter what the art is)

There are about 20 levels, 6 arrow types, and a whole lot of new features.

Good luck to those attempting to beat them all! :))))

GitHubfinished levels, soon to next playtest...+487-157
GitHubmore level design, with on-off, rope, impulse, and bouncy blocks+1508-244
GitHublevels 1 - 5+498-60
GitHubparallax layer+222-12
5hr 12min10:24 PM10/11/25

Lol I made art this week but due to unfortunate circumstances, I forgot to copy them to my hard drive

I should be making more art, but I got struck by an idea a day ago to make a teleport arrow and a moving platform arrow, and here they are.

I also added a start-cutscene kinda thing that references to the game I made in Jumpstart V2, Cascade.

ONE. FRAME. Every time you teleport, the camera is off for ONE FRAME and I have tried for at least an hour to fix that ONE FRAME. It's an evil frame >:(((((((

GitHubmade the camera follow the teleporting arrow, and went nuts trying to fix the ONE frame where it snaps into focus. That ONE frame!! GAAHHHHH!!+85-30
GitHubadded a platform arrow, made a button to not see speedrun timer, fixed a crosshair bug, and sorted the text files into their own folder+290-30
GitHubadded a starting cutscene, levels have quiver counts, and a weird camera orphanning trick+315-251
GitHubjust in case, not sure if anything was added yet
5hr 7min1:04 AM10/07/25

Added controller support! (even though you can't see it and it probably wasn't the best use of time lol) and a start screen

Here is a video of the previously mentioned fireflies, rope, and hit-switch environment

(Oh right and I have music set up, but haven't made it yet, instead it's just Celeste Golden Feather Mix by in love with a ghost [awesome song])

I should really work on art...

GitHubadded controller support! And a start screen, and pausing isn't allowed in the middle of transitory UI states+1496-61
GitHubadded font for artlog purposes+44-8
GitHubadded fireflies+207-4
GitHubfinished switch hit, made ropes! and fixed the speedrun timer reseting+136-19
GitHubworking on a environment switch and figured out quitting! In the game of course+169-46
1hr 48min4:11 PM10/04/25

Added a bunch of sounds to the game! (might edit quite a few of them)

Oh and pausing

Probably gonna add music and art too soon

0199affe-059e-7ab0-95f5-f6e2a67bfb30.png
GitHubadded lots of sounds! and pausing+647-45
3hr 59min2:25 PM10/01/25

I finally fixed air control! I did it by proposing a velocity to be added, and if it went over the limit, it wouldn't add it. However, if the velocity is already over the limit, it leaves the velocity how it already is.

It's most applicable whenever the impulse arrows are used, and it stops you from hitting an imaginary wall when your velocity is too high.

Also added UI death stuff, fixed the UI for web uploads (not too hard, just make everything in UI move by anchors rather than position, and it's good to go), and animations and code for when you gain a new item (like the bow or a new arrow type).

I also tilted the camera by about 3 degrees, and I think it makes a huge difference in how the game feels! However, the gravity is now kind of off because your view, which hopefully isn't that bad, because I think the cost is worth the benefit.

I should really make some art and music now...

GitHubfinally fixed air control!!!! I think that's all+41-23
GitHubfixed UI being out of place on Web, made killzone and bouncy objects actual scenes, added UI for death scene (and restart), and I think a little messing around with HTML and CSS in export, though ineffective (removed export from this file for the sake of file space for GitHub)+146-1670
GitHubmade animations for gaining the bow, and individual arrows, and sorted levels into a single node+571-218
2hr 42min2:16 AM09/28/25

Added a few levels... not the best the game could have, but it's hit 10 hours and I really should send it out for playtesting...

Took out the shaders for the time being, since there isn't really any art to go with it...

Also added the Minecraft Bow, because it's the Minecraft Bow. And this is a bow game.

Any ideas on arrows, mechanics, and / or level design are welcome!

Edit: Had to fix the level count before I shipped lol

Re-Edit: AHHHH the UI is messed up!!! For playtesters: There's supposed to be 4 Godots in the bottom left that light up when you hit enter, signifying what arrow type you're on. The Arrow count in the top left seems to function still though.

GitHubadded a few levels and a few bugs (got fixed)+2470-104
10hr 50min2:27 AM09/26/25

I hit 10 hours today but I keep forgetting to add devlogs (and occassionally commit lol)

I've had this arrow that basically sends and impulse and throws you up into the air, but I've been struggling with making good code for air control... The way I have it on the ground, there is a max limit for speed that is quickly reached. In the air, if this max limit is allowed, it seems like you hit an invisible wall whenever you hit the max. However, if there isn't a limit, the character goes wayyyyyy too fast.

I also tried implementing coyote time but the hitbox for it (I'm using a RigidBody2D, there is no isonfloor() function) always retriggers whenever I jump, resulting in a double jump.

I also don't have a clear idea for the progression of this game. I like the idea of a more open world, but I have levels currently.

Still though, a lot of progress has been made!!!!

GitHubuhhhh forgot to commit so: stopped wall-sticking, particles for arrow hit and floor, jump, UI target counting, functionality for going from level to level and a painfully basic transition, death flop (needs UI functionality), and redoing most code for movement, and a little toying with shaders+863-304
GitHubadded crit perfect timing shots, speedrun timer, a quiver, and uhhhhhh... playtested...+302-40
GitHubWind areas, impulse arrow, and finicking with the targets so arrows stop moving when they hit them+380-46
GitHubMade arrows work, a wind zone, arrow type swapping, ghost arrow, straight arrow... and learned to use git better lol+118-63
02:35 PM09/20/25

I'm pretty late to Shiba, but I decided to give it a shot after realizing Silksong is in shop.

Making a physics-based bow and arrow game, kinda similar to Towerfall: Ascension (created by the people who made Celeste!!!), but I'm don't think I'm going to get to Co-Op.

Made a player, extremely basic UI, functioning Bow and Arrows, a Target, and overall just set up starting settings stuff in Godot.

GitHubFirst Commit+2202

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