Bob's Crystals A vibrant, music-infused, tile-based action PC game with limitless creativity!

My grandson’s name is Max! :wink:

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Currently getting everything in place, and then the focus will shift to performance—optimizing speed, memory usage, model reduction, soundfx etc. After that, I’ll be expanding the item library for the level builder while, of course, adding tons of new levels with fun narratives and an engaging storyline!

:rocket: Beta Hype Update! :rocket:

Nieuw checkpoint bereikt op weg naar de thrilling Beta! Een dozijn ‘onbedoelde features’ gefixt en een paar nieuwe toegevoegd om hier te komen.

:small_blue_diamond: Multi-profile management!
Meerdere spelers op dezelfde PC kunnen nu (om de beurt natuurlijk) levels bouwen en spelen (voortgang per profile). Log je in op een andere computer? Online levels worden automatisch gedownload zodra je je “kentekenplaat” bevestigt.

:small_blue_diamond: Online levels
Work in progress… Zoeken hoe we dit UI technisch goed kunnen inrichten.

:small_blue_diamond: Profielgebonden voortgang
Story progress blijft per profiel bewaard, en level uploads worden gescheiden op e-mail & kentekenplaat.

:mag: Testteam on the job!
:space_invader: Ethical hacker probeert m’n kristallen server te kraken.
:art: UI & graphics expert bekijkt flow, gameplay en elk detail met zijn “drones”.
:hammer_and_wrench: Allround tester checkt gewoon alles.

Oh, en YES! Steam-account zijn we aan het optuigen en “De website”? Die staat een beetje in de wachtrij – prioriteiten en zo.

:fire: Op naar de volgende mijlpaal! - First BETA ;):fire:

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Oh!.. and Yes!.. i will share closed beta keys!..
:wink:

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first addons on soundfx :wink:

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Godot 4.4 !!.. running like a charm…

The only thing i found was a visual change where i had a str(number) that converted to 1.0 instead of 1 between godot 4.4 and 4.3 (but wrapping it with an int() and visual solved :wink:

Congrats with this great job Godot team!!


Level 17: Coastal Chaos

Prompt:
“Golden beaches, crystal waters… and a 90% chance of catastrophe. Hope you packed a life vest!”

Description:
“A tropical paradise—if you ignore the collapsing cliffs, treacherous tides, and quicksand that’s way too eager to make new friends. Just another relaxing day at the beach!”

Narrator:
The edge of the jungle gives way to sun-bleached planks and shifting sands. Wooden walkways, worn thin by time and tide, sway under your weight. The sea glistens invitingly, but don’t be fooled—one wrong step, and you’re part of the scenery. And if the collapsing structures don’t get you, the quicksand just might.

System Log:
Ah, the beach! Sun, sand, and… structural instability. Nothing like a relaxing stroll over suspiciously wobbly planks and treacherous terrain. Also, memo to self: quicksand is very poorly named. Should be called ‘Oops-Too-Late-Sand’ or ‘Instant Regret Pit.

With official testers in da house, the Jira board is filling up fast! :video_game::wrench: Which is a good thing—it directly contributes to quality, playability, and overall polish. Every bug squashed and every piece of feedback helps refine Bob’s Crystal into the best version of itself. Serious project, serious testing! :gem::rocket:

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Level-17

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Upgraded X-Ray View in the Level Builder

I improved the X-Ray view in the level builder (the builder wil be included in the game, so you can build and share your own fancy-schmancy, over-the-top-perty levels! :laughing:), making it much more useful for precise object placement and working with hidden elements. The upgraded system works by:

:white_check_mark: Making all existing objects material-less – Instead of just reducing opacity, the X-Ray view strips away materials from already placed objects, turning them into simple wireframes or ghosted outlines. This ensures they don’t visually obstruct the scene while still allowing you to see their structure.

:white_check_mark: Highlighting newly placed objects – Any new objects you place in X-Ray mode remain fully visible and retain their materials. This helps distinguish them from the existing environment, making it easy to position and tweak them without interference from background elements.

:bulb: Use Cases:

Building behind walls – Perfect for placing objects inside enclosed spaces or behind other structures without constantly toggling visibility.

Working with electrical circuits – Great for routing wires or placing components when working on in-game circuit systems, ensuring everything is properly connected even in cluttered areas.

General scene editing – Useful for any detailed work where occlusion by other objects would normally be an issue.

What do you think?

Is this useful, or just a nice-to-have feature? :rocket:

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I would say in the context of a level builder, incredibly useful!

I still can’t quite believe how beautiful your game is looking! Amazing work and very inspiring too.

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:video_game: Almost Beta! Stitching It All Together…

Alright… I’m finally piecing everything together to reach the beta phase of Bob’s Crystals!

:brain: A bit of advice from the trenches:

The hard part? Giving your game a proper beginning and end.
It’s tempting to spend all your time on the flashy stuff — mechanics, particle effects, explosions :boom: (guilty!) — but actually finishing a game? That’s the real boss fight. :muscle:
You need patience, focus… and maybe a little caffeine-fueled madness :coffee:.

:hammer_and_wrench: What saved me:

  • Setting up a clear folder structure to keep the spaghetti in check :spaghetti:
    (See structure below)
  • Building custom tools that make adding content fast and painless.

Sure, that tooling ate two months of my life :mantelpiece_clock:… but now?
I can drop in a new model, tweak the scale, add a description, set its breakability, and boom — done in five minutes. :white_check_mark: Total win.

:pushpin: Pro tip: Invest in your dev tools.
It might feel slow at first, but it’ll save you a mountain of time later — especially when your project grows into a wild jungle of assets, logic, and last-minute edits.

:card_index_dividers: Folder Structure

BOB/
├── .godot/ # Engine-generated directory
│ ├── editor/
│ ├── imported/
│ └── shader_cache/
├── assets/ # All game assets
│ ├── artwork/
│ ├── fonts/
│ ├── icons/
│ ├── Images/ # Textures and image files
│ │ ├── bricks/
│ │ ├── metal/
│ │ ├── rock/
│ │ └── … (other texture sets)
│ ├── leveleffects/ # Visual effects
│ │ ├── boids/
│ │ ├── explosion/
│ │ └── lightning/
│ ├── levelelements/ # Game elements and prefabs
│ │ ├── collectables/
│ │ ├── crystals/
│ │ ├── electrics/
│ │ ├── environment/
│ │ ├── hazard/
│ │ ├── movables/
│ │ ├── pathway/
│ │ └── tiles/
│ ├── levelmusic/
│ ├── levelvoices/
│ ├── models/ # 3D models
│ │ ├── bob/
│ │ ├── minibot/
│ │ └── … (other models)
│ ├── shaders/
│ ├── skyboximages/
│ └── soundfx/
├── scenes/ # Game scenes
│ ├── bobgame/
│ ├── introduction/
│ ├── levelbuilder/
│ ├── level_rating/
│ ├── markercrystal/
│ ├── minigames/
│ ├── outroduction/
│ ├── startgame/
│ └── testlevel/
├── scripts/ # Game scripts
│ └── autoload/
├── data/ # Game data files
└── theme/ # UI theme resources

:tada: This is my first proper compilation of the game’s ending — finally giving Bob’s Crystals a real head and tail.

Below is the :clapper: end-game cinematic — this wraps up the story and kicks off the credits. :dizzy:

Let me know what you think! :point_down:

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Hey everyone, just a quick heads-up: the game is launching on Steam on September 1st!

I’ve really appreciated all the feedback and positivity on this forum — seriously, thanks to all of you who’ve taken the time to try it out or drop a comment. You’re even mentioned in the credits :slight_smile:

There’s been some debate lately about my use of AI tools in the development process. Just to be clear: I see AI as exactly that — a tool. It’s part of my workflow, not a replacement for creativity or hard work. The game is very much a personal project, and every choice — AI-assisted or not — has been deliberate and hands-on.

That said, I’ll be stepping back from posting here for a bit while I focus on wrapping things up for release. I’ll continue to support the Godot team and the creative community in ways that matter.

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Some images of the game which is now avaiable as closed beta on steam.

Concept art

Ingame Graphics

Church with special windows



Find the hidden entrance

Some fun signs


concept art

Ingame 3D model

concept art

Ingame 3D model

Just a small heads-up.

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:brain: Bob’s Crystals – First 3 Levels | Widescreen Recording

Welcome to the first steps of Bob’s Crystals, a sci-fi puzzle-platformer where your only companion is a mildly judgmental diagnostic system and your worst enemy might be gravity.
Built in Godot 4.4.1 (and staying up-to-date with engine upgrades), the game blends retro-futuristic charm with light puzzles, light platforming, and very little sympathy.

:low_battery: Level 1 – Campsite
BOB reboots in a jungle crash site and locates the first crystal. Just walk, grab, don’t fall. Should be easy.

:robot: Level 2 – Where is Everybody?
A mysterious automaton darts through the scene… The plot thickens.

:fire: Level 3 – Campfire’s Revenge
Fire is warm. Bob is not fireproof.

Each level begins with a narrative intro and system log, offering just enough story (and sarcasm) to push you forward.
Currently 50+ levels built, aiming for 150+. We’ll see how far it goes—no promises, except snark.

:television: This is a screen recording on a modern widescreen setup — not a demo, not a benchmark. The game runs fine on average hardware.

:backhand_index_pointing_right: Leave a comment if you like it, hate it, or want insights into how I brought this to life.
half a year of planning, 1 year of building (so far) and all on a single laptop! Taste is subjective. I can take it. :wink:

:test_tube: Closed beta keys available — send me a private message if you’d like to test the game.

:spiral_calendar: Early Access on Steam: Targeting July 15
:rocket: Full Release: September 1

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YES A BIG MILESTONE!!!

my splash screen! :slight_smile:

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Start working on the overall graphics..

By the way, what do you think of the new logo?
The curved arc at the bottom represents the Earth, the star symbolizes the Sun, and the lines stand for the shield grid and the planet’s magnetic field — which, of course, ties directly into the core of the game’s story:

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