Controls: WASD or arrow keys
You are falling through a hole. Eat food while avoiding obstacles and broccoli to get fat enough to smash through the oncoming barriers (fat level 4 or higher) and fall as far as you can. However, the more food you eat, the slower you'll accelerate.
Walls and ceiling hurt you. The bar on the right shows the countdown till the next barrier.
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Brutus
Shiba As Gundam
1hr 57minā10:59 PM11/02/25
Day 30:
I know I'm not at 10 hours, but I wanted to lock my playtests in. Got all 4 level orientations working and finally added the extras entries for the 4 types of food (not sure why I didn't think to do that earlier).
Fixed issue with the preview/viewport spawner not spawning obstacles in the correct positions, adapted the cruise missile preview accordingly, and added entries/previews for the 4 food types (small, medium, large, bad).+253-6ā¶
Implemented horizontal mirrored boss, fixed issue with veents in horizontal mirrored orientation not going in the correct direction, and began creating entry for small food.+74-7ā¶
2hr 9minā8:27 PM11/02/25
Still working on implementing the mirrored horizontal and upside down orientations. Main problem is adapting the events and bosses as they were not designed to go in these directions, but I'm making it work.
Got direction dependent events working in the mirrored horizontal orientation, implemented attacks for upside down boss, and began work on implementing mirrored horizontal boss.+67-17ā¶
Got direction dependent events working in the upside down orientation. Began work on mirrored horziontal orientation.+179-31ā¶
1hr 34minā5:24 PM11/02/25
Updated the tutorial to be more in depth and explain the game's story more and began working on upside down orientation (not present in demo due to being incomplete). All previous changes are in the demo too.
Continued working to get events moving in the correct direction and the boss spawning attacks correctly in the upside down orientation.+3-3ā¶
Fixed the timing of the tutorial and recorded the new inputs for it to play. Began working on adapting obstacles, events, and boss to work in upside down orientation.+222-55ā¶
2hr 7minā3:58 AM11/02/25
Day 29:
THOMAS, pretty sure you actually didn't miss the playtests and I just didn't get them cause I hadn't published the demo for them at the time. mbā¤
I finally fixed the issue with the boss's entry so it now has all attacks and doesn't destroy the game when switching off of it. I'm also now working to make the tutorial more in depth as I realized I didn't actually explain the story. I'm now trying to remember how I timed the tutorial last time though cause it's pretty annoying now.
Rescripted tutorial sequence and began remodeling the tutorial area and retiming the text.+198-21ā¶
Created an adapted form of the shooter ambush attack so it may work in the BOSS extras entry's preview. Began work on making the tutorial more in depth to explain the plot better.+95-23ā¶
2hr 8minā3:57 AM11/01/25
Day 28:
Thomas, if you're reading this, please give me the 6 hours/3 playtests I was not given for days 17, 18, and 19 of 30 Days of Shiba (I logged 26 hours between the Oct 20th and Oct 27th checks and only got 10 playtests). Thanks.
Once again another day of small improvements across the board. I added an entry for the boss, fixed some bugs, made it so the screen flashes when you beat a level, etc. etc. Kinda putting off the translation cause it seems like a lot of busy work.
Rebalanced horizontal boss spinner attack, fixed bug with homing missiles not despawning between scenes, and added a smaller screen flash for each gate destroyed.+52-47ā¶
Added variable camera size to the extras preview viewports and fixed the bug with the cruise missile that introduced. Got Boss preview working (though missing shooter ambush).+42-4ā¶
2hr 15minā12:17 AM10/31/25
Day 27:
Thomas, if you're reading this, please give me the 6 hours/3 playtests I was not given for days 17, 18, and 19 of 30 Days of Shiba (I logged 26 hours between the Oct 20th and Oct 27th checks and only got 10 playtests). Thanks.
Right now I should be getting 15 playtests (including those I didn't get last time) by the next round of playtests, so that will be fun. Today was mostly a day of small improvements. The main feature I added though was that now the player gets flash banged whenever the orientation of the level switches to hide the transition. Really helps sell the effect.
(I couldn't take a picture of the effect in game quick enough but imagine that white filling the whole screen).
Got the screen flash animation working and scripted it to occur after every orientation swap. Also made various fixes like ensuring bullets are removed when gates are destroyed and made horizontal spinner boss attack more kind.+96-12ā¶
Started making the preview for the boss in the extras menu and also started making the animation for the screen flash when the orientation switches (though both are being fiddly).+43-3ā¶
2hr 5minā3:54 AM10/30/25
Day 26:
Thomas, if you're reading this, please give me the 6 hours/3 playtests I was not given for days 17, 18, and 19 of 30 Days of Shiba (I logged 26 hours between the Oct 20th and Oct 27th checks and only got 10 playtests). Thanks.
Finally got around to adapting the boss to the horizontal sections. Only move that I didn't adapt was the shooter ambush cause it really only works going length-wise across the screen.
Adapted all boss moves to the horizontal section, fixed homing missiles not despawning, and allowed for specified obstacle move directions.+73-9ā¶
Began adapting the boss to work in the horizontal section.+111-4ā¶
2hr 55minā4:16 PM10/29/25
Thomas, if you're reading this, please give me the 6 hours/3 playtests I was not given for days 17, 18, and 19 of 30 Days of Shiba (I logged 26 hours between the Oct 20th and Oct 27th checks and only got 10 playtests). Thanks.
Main additions this demo are all of the extras entries and the addition of a stats screen when you die.
End stats screen is fully functional, showing food eaten, weight gained/lost, time elapsed etc. and allowing the ability to either retry or quit.+88-13ā¶
Began on the logic for the stats screen and made it so collecting food updates the respective stats and updates the UI.+99-39ā¶
Added i18n_keys to most of the text UI. Began implementing the end of game stats menu into the actual game.+206-5ā¶
3hr 14minā12:56 PM10/29/25
Thomas, if you're reading this, please give me the 6 hours/3 playtests I was not given for days 17, 18, and 19 of 30 Days of Shiba. Thanks.
I finished the rest of the main extras entries (14 total). I may add more but all of the most obvious entries are now present. Additionally, I switched all of my RNG to a single RNG to allow for seeds and determinism, cause I'm thinking of using that recorder more somehow.
Added full entry for Samuel and converted all random number generation to a single RNG to allow for determinism and seeds.+87-44ā¶
Completed the full entries for gummy (overweight), gummy (fat), and gummy (obese).+191-10ā¶
Completed the full entries for the homing missile, spinner, gummy (skinny), and gummy (standard).+246-16ā¶
3hr 59minā9:11 AM10/29/25
I finished 5 more of the entries in the extras menu (homing missile isn't done yet). I also laid out an end of game statistics screen I'm going to implement later.
Updated the cruise missile to be able to be indepedent of the main scene so I could complete the preview for it.+42-11ā¶
Created a spawner for the viewport previews to complete the Bumper Line preview and began work on the Cruise Missile entry (wrote description and started working on preview).+91-7ā¶
Added entries for the laser gate, flashing laser gate, and bumper line, and added previews for the first two.+217-71ā¶
Completed the Bumper extras preview and updated the player velocity update method to not change unaffected axes. Laid out after game stats screen.+325-12ā¶
28minā3:55 AM10/29/25
The latest demo has the first two entries in the Extras menu (though the visual for the Bumper is missing), and an in-game tutorial. Give feedback on whether the tutorial is in-depth enough please.
(Had to reupload to fix tutorial playback so hopefully it works now)
Added entry for Bumper in extras menu.+23-13ā¶
3hr 47minā3:25 AM10/29/25
Day 25:
I have now implemented the tutorial where I recorded myself going through a scripted level and then play it back with text timed to the actions. Hopefully it's in depth enough for people to understand.
Created recording to playback during tutorial, timed text to playback, accounted for playback bug when force quitting, and made main menu a bit nicer.+116-54ā¶
Completed the layout for the tutorial level and got the text labels ready.+316-5ā¶
Fixed issues with the input recordings not saving to make it functional and began work on making a scripted tutorial section.+785-19ā¶
Implemented recording and playing back player movement inputs to use later for the tutorial.+86-3ā¶
3hr 28minā11:05 PM10/28/25
The extras menu is now working with a description for each item and a real time preview. Made the one for the shooter and I'll come back to it to make the rest later.
Created full shooter preview, gave dummy player customizability, added switching between previews, fixed issue with shooter spawning bullets outside of preview.+92-20ā¶
Began working on the extras menu preview system and created a test preview for Shooter.+104-20ā¶
Made a simple working version of the extras menu and added a WIP entry for Shooter.+118-11ā¶
2hr 26minā2:59 AM10/28/25
Day 24:
After all of the stuff mentioned previously, I decided I wanted to work on the menus more so I watched a video on controls and it mostly amounted to this for the extras menu. Not much mainly cause I'm stopping halfway through to sleep, but also cause I'm only now figuring out how to position these things.
Began work on the extras screen which will contain info about all of the obstacles.+154-2ā¶
Made the menu in the gummies mode look a bit fancier.+26-25ā¶
Fixed event spawning deferred bug (whatever that was), fixed obstacle speed difficulty scaling, and fixed bug with events calling spawner after it's been destroyed.+10-6ā¶
1hr 56minā2:26 PM10/27/25
New demo with completed gummies mode and switching between the vertical and horizontal orientations.
You'll switch orientations after completing the boss level (every 3rd). Boss will only appear in vertical orientation though.
Identified issues with obstacle cooldown decreasing (fixed) and obstacle speed up (feature removed for now). Added controls instructions to gummies mode. Fixed bug with events being removed. Overall cleaned up for demo.+44-10ā¶
Adapted the laser pathways and laser sides events to the horizontal section.+379-11ā¶
3hr 4minā11:38 AM10/27/25
Mostly just been hard at work adapting the events to work in the horizontal sections while fixing some bugs and such along the way.
Adapted the bumper lift to rotate when in the horizontal sections and fixed a bug that could potentially cause missile formations to softlock.+54-20ā¶
Adapted following events to horizontal sections: top and bottom missile formation, blade gate, shooter ambush.+514-31ā¶
Adapted the bumper field and laser formation events to the horizontal section.+260-46ā¶
3hr 18minā7:59 AM10/27/25
Gummies mode is effectively complete. May come back to it later to polish and add a couple more features, but now you can push and pull gummies and spawn them with a pop-up menu.
I've now moved onto switching between the orientations in the main game and adapting events for the horizontal mode.
Adding automatic switching between vertical/horizontal orientations after a boss. Began work on creating horizontal events.+134-136ā¶
Added a vignette shader to the main game and created a bumper field event.+123-3ā¶
Gummies menu is now functional (spawns and opens and closes). Player in gummies mode can now pull and push gummies. Fixed bugs with missile andgate placement.+223-18ā¶
1hr 59minā3:48 AM10/27/25
Day 23:
You can now eat and spit out the gummies. I (think I) also improved the collisions between the players and the gummies to make them smoother and reduce stutters. Finally I set up the menu for spawning the gummies and the inputs for the other interactions to set up next.
Made it so gummies initially have no collision to not glitch out on player. Began work on gummy spawning menu.+101-4ā¶
Set up the inputs for the gummies mode player and added the ability to eat and spit out gummies.+129-37ā¶
1hr 6minā1:34 AM10/27/25
The demo is kinda jank from the horizontal mode so if you see oddities just ignore them.
Gummies mode is present but the horizontal mode is not as it's still conflicting with the main game too much.
Kept trying to remove the stutters in the gummy collision movement (I don't think it worked :( ), set up gummies on main menu and added esc key to go to main menu.+112-64ā¶
2hr 31minā4:02 AM10/26/25
Day 22:
I gave in and switched back to normal movement for the horizontal section. I got kinda bored of working on the main game so I began recreating the gummy mode shown in Kirby Air Riders. Right now it's just rigid-bodies and the player movement but I'm gonna add more.
Further improved the gummy/player interactions to reduce jittering.+2-2ā¶
Added all types of gummies, made them colorful, and began working on the player in gummy mode and their collision with the gummies.+498-9ā¶
Switched horizontal section to use regular movement and began work on gummies mode. Created normal and obese gummies.+269-88ā¶
3hr 7minā9:01 AM10/25/25
The "jetpack joyride" section is now properly playable with lasers, missiles, food, etc., but honestly I'm not sure how much I like it. I may just add back the normal movement and have it just be a horizontal view. Lamer but ultimately maybe more fun.
Implemented more features into the jetpack joyride section including different spawning settings, gate, missiles.+42-26ā¶
Adjusted obstacles and spawner to allow for obstacles to spawn and move in directions other than up.+82-43ā¶
Gave the jetpack player unique stats, make spawner variable dynamic to allow for switching between sections, and began working on best way to dsiable/enable sections.+47-32ā¶
2hr 10minā3:57 AM10/25/25
Day 21:
A lot of small improvements and bug fixes like last time, but most importantly I have begun work on the jetpack joyride style section and have arranged my node tree to allow for more sections to come.
More minor improvements, rearranged the node tree to allow for different scenes, and began working on the jetpack joyride style section.+345-244ā¶
Improved obstacle and event deletion for boss spawn/death, made obstacle move speed change with level, and actually fixed the issue of boss attacks spawning after death.+36-16ā¶
1hr 12minā3:59 AM10/24/25
Day 20:
Fixed the old bumper lift and made various fix/polish changes like boss hitboxes, boss death spawning glitch fix (I think), move logic acceleration and jerk, etc.
Fixed the old bumper lift and made various fix/polish changes like boss hitboxes, boss death spawning glitch fix (I think), move logic acceleration and jerk, etc.+88-25ā¶
53minā2:45 AM10/24/25
Did some final balancing before releasing the demo. Many people have said the game was too hard previously, so I'd be curious to hear what you think now.
A test boss is also implemented that will spawn every third level.
Did some final balancing and bug fixing before demo.+34-16ā¶
2hr 7minā3:56 AM10/23/25
Day 19:
The boss now has multiple attacks in addition to the homing missiles: shooter ambush (worked on previously though not implemented) and moving blade. I fixed the boss death bug from earlier but now I gotta fix the visual glitch with it dying. Rebalanced the game a lot too.
Implemented the moving blade boss attack and rebalanced the game a lot to make it easier and have a more long term playstyle.+56-34ā¶
Fixed boss death bug, balanced and implemented shooter ambush boss attack, began work on blade boss attack, and made various small changes all around.+89-62ā¶
2hr 5minā3:59 AM10/22/25
Day 18:
Tried to implement the spawning and dying of the bosses and it kinda worked. The flags aren't changing correctly when the boss dies though and I'm still not really sure why but that seems like a tomorrow problem.
Made some progress towards fixing the boss death but it is currently unresolved.+15-9ā¶
Adjusted the spawning and gate systems to implement the spawning and ending of bosses (though with bugs).+97-21ā¶
2hr 5minā3:57 AM10/21/25
Day 17:
Successfully made it so missiles can now travel in any direction and added a horizontal missile formation event.
Worked out the kinks of having the missiles go in any direction and implemented a horizontal missile formation event.+121-17ā¶
Successfully made it so the missiles can shoot in any direction. Have not yet implemented visual changes or spawning.+32-16ā¶
2hr 6minā3:58 AM10/20/25
Day 16:
Once again another day with little actual content added. Just working on making my tools to work with more versatile, like the obstacle carousels. Trying to make it so the missiles can fire in all 4 directions but it wasn't really designed that way so it's getting kinda complicated.
Working on making it so the 'vertical missiles' can fire in all 4 directions.+26-12ā¶
Improved carousel to allow for nodes to be hidden until a certain point is reached. Used to create a new shooter carousel for boss attack.+192-4ā¶
1hr 37minā3:58 AM10/19/25
Day 15:
Started working on boss system and gave it a missile barrage attack. Basis to work on more tomorrow.
Started working on boss system and implemented missile barrage attack.+159-17ā¶
32minā2:19 AM10/19/25
Tried to balance the game a bit before releasing the demo. 6 events are in the game that will randomly appear. Tell me what score you get!
Attempted a bit of balancing before the demo.+7-3ā¶
2hr 9minā3:52 AM10/18/25
Day 14:
Added a laser pathway event. Originally just had two lasers it switched between but I thought it'd be cooler to cycle between 3. Only problem is the cycling movement is kinda hard to follow. Code was also kinda sloppily retrofitted to work with this. Will definitely have to do a day of just refactoring code and rebalancing stuff.
Improved upon the laser pathway event to cycle through 3 lasers.+126-50ā¶
Added the laser pathway event and made some minor improvements along the way.+170-28ā¶
2hr 6minā4:02 AM10/17/25
Day 13 (had to miss day 12 for college apps):
A few general improvements, but most notably I copied the laser event from Jetpack Joyride. W stealingā¤
Added single jumpscare laser obstacle, working on laser pathway event, and overall improvments to infrastructure.+113-26ā¶
Added laser formation event.+242-119ā¶
2hr 3minā3:58 AM10/15/25
Day 11:
I added a laser that charges and up and fires so I can make an event that's a clone of the one in Jetpack Joyride. Took a lot more code than I thought it would (though it's also really messy so that didn't help). Now to arrange them.
Finished a single laser for the formation. Now the cases for which ones are safe must be added.+75-17ā¶
Working on adding scriptable lasers like in the Jetpack Joyride laser events.+102ā¶
2hr 12minā3:59 AM10/14/25
Day 10:
Still overall just improving my tools to create events.
Made missiles more customizable and created a missile formation event.
Created some random blade gate event too (not sure if I like it).
Finished the missile formation event and added a blade gate one.+194-40ā¶
Fixed despawn delay issue with laser event. Added more customizability to the verticle missile obstacles to allow for more event possibilities.+201-31ā¶
1hr 29minā3:49 AM10/13/25
Day 9:
Structured events will now spawn every so often. Currently have the shooter ambush and a WIP laser gate one.
Made the event base/creator simpler to use, created an editor tool for the laser gates, and started working on a laser gate event.+160-71ā¶
40minā8:30 PM10/12/25
10 hours since last demo. I got event spawning working in this demo before posting so you'll be able to see that.
Added event spawning (though it still needs to be improved).+170-79ā¶
2hr 3minā3:57 AM10/12/25
Day 8:
Finally made the circle tool work and added some QoL and extra functionality like extra spots. Now to work on event system.
Improved the circle to allow for empty spots, made it a scene you can put as a child instead of being directly on node, and made a test circle obstacle. Also started working on event loop.+95-33ā¶
Got the circle tool to work.+132-50ā¶
2hr 7minā3:58 AM10/11/25
Day 7:
Mostly boring improvements
scrolling background has a bit more variation
objects that are offscreen now despawn
simple increasing difficulty
I'm also trying to create an editor tool that will let me arrange obstacles in circles but that's not really working rn so I'll have to fix that later.
Tried to make a editor tool to arrange items in circles for special obstacle event purposes but it's not working rn.+79-2ā¶
Messed with the wall scrolling shader a bit to add a bit of variation. Finally made it so offscreen obstacles/projectiles are cleaned up. Started implementing increasing difficulty.+145-21ā¶
2hr 9minā3:58 AM10/10/25
Day 6:
Made it so the shooter enemy will now face the player from whatever side it's on and also turns its gun to face the player.
Added cushions to dictate where the obstacles can spawn.
Improved how score is stored.
Untied the UI from the score and added obstacle spawning inner outer cushions+122-67ā¶
Made the shooter enemy face and point their gun at the player. Began working on improved obstacle spawning.+50-19ā¶
1hr 26minā4:07 AM10/09/25
Day 5 (I missed 4š¢):
I implemented art for the shooting enemy and also finally added some real art for the background, walls, and ceiling. The walls finally now scroll too. Hallelujah.
Implemented art for shooter enemy, background, dust, and cliffsides. Also made scrolling shader for cliff+706-37ā¶
Added shooter enemy and worked on the homing missile a bit+196-19ā¶
1hr 50minā3:59 AM10/07/25
Day 3:
Added an enemy that shoots bullets at the player (very placeholder graphics)
16minā1:59 AM10/07/25
Forgot to upload the demo yesterday after I hit 20 hours. Mbš
Polished the game: Biggest thing I added is an animation for the head moving in the wind and another making it turn towards food when you eat some (will be improved with new drawings later). Menu also improved slightly.+205-57ā¶
2hr 9minā3:57 AM10/06/25
Day 2:
Mostly just polished the game a bit.
Biggest thing I added is an animation for the head moving in the wind and another making it turn towards food when you eat some (will be improved with new drawings later).
19minā3:58 AM10/05/25
Implemented the art for several of the obstacles and the fat levels.
Added new art for 10-4 art log+581-39ā¶
Implemented some of the obstacles into the spawner. Start of main menu also there.+181-104ā¶
1hr 33minā12:07 AM09/27/25
Implemented the spawning of some of the new obstacles. The glowing food and level counter which I added last time but forgot to mention can also be seen.
Back on the grind. Mainly just added some new obstacles (laser gate, homing missile, floor missile, and spinning blade).
Added some assets and cleaned the game up for the demo.+753-76ā¶
2hr 48minā10:35 PM09/21/25
Cleaned the game up with some assets for the demo.
Added obstacle spawning system+543-221ā¶
2hr 6minā9:12 PM09/18/25
Mostly just added an obstacle spawning system. I'm also trying to figure out what about the concept could be fun, because right now it just feels kinda bland.
Added: - placeholder art for the player - working progress bars for the weight level and progress - added different classes of food (small, medium, large, bad) with different probabilities of spawning - added barriers you need to break through - walls now damage you+571-92ā¶
2hr 5minā9:05 PM09/17/25
Added:
placeholder art for the player
working progress bars for the weight level and progress
added different classes of food (small, medium, large, bad) with different probabilities of spawning
added barriers you need to break through
walls now damage you
Basically, it's actually kind of a game now.
4hr 22minā7:31 AM09/16/25
First time using Godot. I was able to set up the player movement, set up basic food spawning with random food type and position, and create a bumper obstacle.
Added food spawning, different food types, and bumper obstacle.+380-296ā¶
Game started and player movement implemented.+546-47ā¶
first commit+1366ā¶
05:00 PM09/12/25
Currently struggling to join the Slack as I didnāt receive an inviteš
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