<aside>
♟️
Project Type: Peer-to-Peer Platformer (Godot Engine)
Status: In Development (Started Dec. 17th, 2025)
</aside>
The Premise:
A competitive "Rage-Platformer" inspired by Ultimate Chicken Horse and Super Mario Maker, fused with chess aesthetics. Players compete in a dual-phase loop: Both build a trap-filled map, validate it by surviving it first yourself, and then race against the opponent on their creation via split-screen.
Core Gameplay Loop:
- Build Phase (2 min): Players place hidden traps on a grid.
- Validation: To prevent impossible levels, you must survive your own map before sending it to the opponent.
- Race Phase: The view shifts from single-camera to split-screen. You navigate the opponent's traps while seeing them fail at yours.
Key Mechanics:
- Class System: The level layout changes based on the chosen piece. "Pawn" creates horizontal maps (Mario style), while "Knight" forces verticality (Jump King style).
- Grid Logic: The map uses an 18x9 tile grid for horizontal symmetry. The first and last columns act as spawn/goal, creating a 16x9 playable area.
- "Fair" Difficulty: Movement is designed to be snappy. Triggered traps remain marked with a timer on retry, allowing players to learn patterns.
- Clutch Mechanic: To balance lategame trap-spamming, I am implementing a "Decapitation" feature: If only the body hits a spike, the head continues rolling for 2 seconds, allowing for last-second finishes.
- Random Tools: Both players receive a random set of traps and Platforms they can build with each match, forcing adaptive thinking and creative planning.
Current Technical Progress:
Since starting this project in December 2025 to learn Godot, I have implemented: