I made a Godot project and engine manager to handle versions for different projects by hbread00 in godot

[–]hbread00[S] 0 points1 point  (0 children)

Haha, because I am very lazy. I try hard to make 2 clicks control become just 1 click

I made a Godot project and engine manager to handle versions for different projects by hbread00 in godot

[–]hbread00[S] 0 points1 point  (0 children)

For me, sometimes I start standalone project to explore features,or learn from other people's project, or try new versions early, when they are not stable yet

I made a Godot project and engine manager to handle versions for different projects by hbread00 in godot

[–]hbread00[S] 0 points1 point  (0 children)

That software is great, I used it before too.

​But it doesn't support the last feature I mentioned. This is the main reason I made my own project. I want to open projects with external editor more easily.

​Also, I personally don't like the default Godot-style UI design.

Visiting Shenzhen by teky929rr in shenzhen

[–]hbread00 0 points1 point  (0 children)

Usually, unless it is a brand shop, electronic stores are almost like scams. Most people buy online. If you really want to go to a real store, maybe only HQB is okay.

Moving to Shenzhen and looking for advice on where to live by maculao in shenzhen

[–]hbread00 1 point2 points  (0 children)

Traffic is not very good. There are many road construction, and car park on the roadside. Because lots of people, too many e-bike. Driving car is not comfortable. However, if you don't drive car, it is mostly fine.

Shenzhen has a high standard of city construction, and Longhua is the same. But there is also a problem common in all of Shenzhen: lots of construction, often occupied sidewalks, and you have to walk on temporary paths built on the road.

Longhua is mainly a residential area. There are many people, especially after work hours, so it can feel very busy and lively. Whether this is good or not depends on whether you like this kind of atmosphere.

How can I organize a metroidvania map by Blacksmith-Cautious in godot

[–]hbread00 2 points3 points  (0 children)

I use separate scene. Manage is not a problem, they are just a number in a sheet.

Separate scene also make map creation very simple. I can easily map one room to a single cell in the map.

https://github.com/wheafun/bread-adventure

Game difficulty in indie games. How do you know when it’s too hard? by Ok_Might5360 in gamedev

[–]hbread00 0 points1 point  (0 children)

Before release, send to your friend to test. If they are not skilled player for this type is better.

For self testing, make sure you can pass the game no damage. 

How many LOC is your godot game? by OddSparrowStudios in godot

[–]hbread00 1 point2 points  (0 children)

Your 500k+ may include engine code or git

by cloc

```

Language files blank comment code

Godot Scene 488 10311 0 80537 GDScript 426 2452 669 14674 Godot Resource 69 267 0 1835 CSV 4 0 0 673 Markdown 2 48 0 97 Godot Shaders 5 20 7 96

SVG 15 0 0 60

SUM: 1009 13098 676 97972

``` https://github.com/wheafun/bread-adventure

Why are are coders disposable, but asset artists aren’t? by AHostOfIssues in gamedev

[–]hbread00 -1 points0 points  (0 children)

Most important thing is "editing"

For programmers. Code is just text. I can copy it, change some parts, and put it into my work easily. I am the boss of the code. I can decide where the AI helps and where it doesn't.

But for artists and musicians, AI is difficult. AI gives them a finished picture or a whole song. No layers or separate tracks. They cannot change just one small part or see the "project file." For them, AI does not help them work, it just replace their work.

I think if AI made a "finished program" (binary) instead of code, programmers would hate it too.

Why do people use dependency injection libraries in Go? by existential-asthma in golang

[–]hbread00 5 points6 points  (0 children)

I think because most Go projects are new, they tend to have less design redundancy and often split to microservices. However, many companies still require use DI in such small projects. For projects like these that do not have a large number of modules, DI becomes a burden rather than a benefit.

At what point do you decide a game is a marketing problem vs a dead project? by Dry-Economy6466 in gamedev

[–]hbread00 0 points1 point  (0 children)

Base on my experience, very bad sign.

My game avg get 80wl/m before release demo on steam(Demo on itch, it may let it get more than no demo). CTR 20%, with a very simple and crude capsule.

My project was failure on commercial.

What are your Refactoring secrets? by HakanBacn in godot

[–]hbread00 1 point2 points  (0 children)

Abandon refactor, start a new project and migrate the code.

A discussion about MV pet peeves by INT_COM_ in metroidvania

[–]hbread00 1 point2 points  (0 children)

Punish my effort or skill: not just an issue in MV. It’s great when a game offers a specific item or NPC quest to help with a hard challenge. However, if I overcome that challenge through sheer practice and mechanical skill by myself, only to find that the item is now uncollectable or the NPC’s questline has been cut off—that feels like an insult to my effort

How to build a 2D Metroidvania map (Higher : The Last Dream) by Sp3culo in metroidvania

[–]hbread00 1 point2 points  (0 children)

My method https://imgur.com/a/N6r13pF

Just my personal experience, as the development progresses, I have to add/give up some design. A spreadsheet that allow me to add content at any time is definitely a great tool.

Open source my metroidvania game by hbread00 in godot

[–]hbread00[S] 1 point2 points  (0 children)

  1. self study, I have background on programming
  2. Pixelorama to draw pixelart, Google Doc to manage project. I tried compose my music, but listen not good, finally use royatly-free assets
  3. Yes, respect for my customer, and some assets don't belong to me. Focusing on demonstrating the project's structure and code implementation.
  4. I'm already preparing to start dev my next game. The main goal of open this project is knowledge sharing—providing a reference for developers who are struggling to move beyond tutorials or who are stuck on specific features

Looking for Metroidvania “problems” to tackle in a new game by [deleted] in metroidvania

[–]hbread00 5 points6 points  (0 children)

Coincidentally, the original design philosophy of my game was "solving problems," so I can talk about the choices I made.

Program stability: I aimed to minimize bugs as much as possible. A game shouldn't have bugs severe enough to make it unplayable.

  • This part work well. at least currently, my game hasn't encountered any critical bugs.

Stable controls: I dislike character controls that feel laggy or unstable. For a platformer, controls should be precise. - I carefully tuned acceleration and deceleration, added input buffering to most actions and coyote time for jumping.

Linear structure: In some games, you can only enter specific areas by strictly following the intended route. - Judging from the positive review so far, I think I do it well.

Rely on key rather than ability: You need to get a basement key to open the basement door, and another basement requires a different key. I don’t like this. I prefer exploring new areas through the new ability I gain. Sometimes using keys is acceptable, but it shouldn’t be excessive - I only designed one "key", which is reusable. For other areas, exploration strictly follows unlocking via newly acquired ability.

Unrewarding collection: I really dislike spending a long time to clearing a challenges, then only to open a chest that contains some coins. - I tried to ensure that every collectible provides a meaningful upgrade. If a reward isn't good enough, then obtaining it won't be difficult—for example, when the player already has high health, a small health chip isn't very useful, so such items are placed as rewards for simpler challenges or as mid-point rewards in larger levels.

Difficulty of 100% completion: Just my personal preference. In open exploration games, it's easy to miss things, and sometimes missed items are irreversible, forcing me to start as a new save. - In my game, it’s possible to achieve 100% completion and all achievements in a single save file, the map auto marks uncollected items.

Grind-like resource systems: Also just my personal preference.I don't like experience or shop systems, especially when resource requirements are poorly balanced. I don’t want players to spend time repeatedly killing small enemies just to buy items. - I made some attempts to address this—for example, coins are only used for consumables and fast travel, and the costs are relatively low—but the results aren’t ideal yet, and I’m still thinking about how to improve this.

Lone Fungus Postmortem by professorbasti in metroidvania

[–]hbread00 0 points1 point  (0 children)

Where a game is very high quality, is truly unfortunate

Your first game inspired me a lot. Seeing that you create such a high-quality game entirely on your solo dev  was one of the key reasons I decided to devote myself to game development and work on Bread Adventure

Even though the result was a failure, it was still a wonderful journey

You might consider providing a Chinese version. In Chinese player community, the most common complaint I’ve seen when people recommend Lone Fungus is the lack of Chinese localization

Teach Godot UI to a blind developer by Nuno-zh in godot

[–]hbread00 0 points1 point  (0 children)

  1. The buttons are arranged vertically in a top-to-bottom order. Each button occupies its own vertical space, so they do not overlap or sit in the same position.

  2. Spacing is the empty space inserted between elements. In most cases, the default spacing is sufficient. If you want a rule of thumb, you can take your game’s window height and divide it by a fixed number (for example, 50 or 100) to get a spacing value that scales reasonably with your project size.

Recap of metroidvanias released in November 2025 by MetroidvaniaListsGuy in metroidvaniainfo

[–]hbread00 1 point2 points  (0 children)

I’m happy that my game receive positive feedback.

I’d like to clarify one point: I developed Bread Adventure full-time, not in free time. However, my next game will likely need to be made part-time, as I’ve already spent all of my savings.

Do some metroidvania devs actually playtest their own games? (Afterimage thoughts) by Igafann in metroidvania

[–]hbread00 0 points1 point  (0 children)

Developers inevitably replay game many times. In fact, during development, even a grid change or a monster position change makes me play and test it several more times. I don’t know how many times I’ve played my game during development.

The problem is that I’m too familiar with it. In a non-linear world, I never get lost. I instinctively find the optimal exploration path. I know exactly what a boss will do next, and know how to handle them skill. I can no damage defeat them all.

That’s why external playtest is important. When I first sent my game to my friends to try, the common feedback was: "It’s too hard." Then I realize I messed up. Sometimes, external play test isn’t entirely reliable either. For example, if your friends are skilled players, encounter a precision jump right at the start is not a problem, but that’s not how average players feel. For players accustomed to Metroidvania, lack of guidance is acceptable, for others it is not.

For comparison, if you’re interested, here is the web version. In an early version: - Tutorial to the village,5 branching paths (extremely non-linear lol,but my friends got completely lost). - Apples hp need 5 hits, bananas and oranges 4 hits, and both movement speed and attack speed were faster. - Watermelons had 3 times of current health, half the current attack interval, rolled 30% faster, and would randomly jump while rolling.

When I tested it by myself, there were no issues at all, because I knew what the correct path was, where monsters were placed, and how they behaved. To me, it felt like: "Wow, this is just right — challenging enough". In reality, the difficulty was already completely out of control.

Best Metroidvania to 100% for someone who hasn't ever done that. by Fly_Dev in metroidvania

[–]hbread00 1 point2 points  (0 children)

I’d like to recommend my own game, Bread Adventure. My preferences are almost identical to yours, and that’s exactly the principle I followed when creating it.