After a few months of development, bug fixing, balancing, and App Store reviews, I finally released my first mobile game made with Godot.
It’s called Let’s Run Girl, a 2D runner where players jump, double jump, and slide to escape zombies and survive the island.
The game is available now on the App Store and Google Play.
This project taught me that shipping a game is much harder than starting one. Besides programming, there were performance optimizations, UI polishing, monetization, localization, and store reviews to deal with.
Huge thanks to the Godot community and everyone who contributes to this amazing engine.
Feedback is always welcome!
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As a former video game producer, I understand your pain
Just remember that a few months is a very short time to finish a game, even a simple one. Don’t be discouraged, be proud.
I like the visuals, and that the different areas don’t go on for too long. It feels like a good amount of gameplay for an early run (I think I got to area 4), and the initial rewards don’t seem too grindy either. That’s always a tough balance when you’re trying to monetize progress (ie money for coins).
I tested on tablet and phone, and the controls and visuals worked fine on both. The mechanics are obviously quite simple, but for a mobile game, I’d say that’s fine.
One thing I think could be improved is the positive feedback, which can do a lot to hook a player - just look at any succesful casual game. The ping of a coin could be randomly pitched a bit so it’s not so mechanical, and you might have a visual effect when picking something up, especially the large coins and powerups.
You could also, for example, introduce a (mostly ornamental) combo system for picking up every coin in a row / not taking damage / …, just to amplify the player’s feeling of “I like this” and “I’m good at this”. In other words, purely positive - not a punishment for failing to play perfectly.
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