This is my first game I made, right after making the “Your First 2D Game” from the docs. I started this in July 2025, with some breaks of messing with different nodes / side projects, lurking the forum, and learning some programming things.
@FencerDevLog I used your pixelated shader - thank you so much for sharing your knowledge. I will give credit to YouTuber Bitlytic for sharing Finite State Machines and Modular Upgrades, even though I don’t exactly use a FSM right now (a previous build did but I couldn’t get it to export and frankly am giving up on it).
I have always wanted to make a video game, but most programming escaped me. Godot is a great tool, and I am thankful it is here.
Anyway, here is my first game - Bounce with Friends / Trampoline Game. Its just an incremental game (didn’t know that was a thing until recent) about bouncing on a trampoline until you reach the moon. The controls are simple, press and hold spacebar / left mouse button / touchscreen, time your release with a timing bar (aim for the yellow!) and voila. Press “ui_right” or “ui_left” or touch the right side / left side of the screen to do a flip (use your imagination).
Use your points gained to upgrade you / your trampoline until you reach space! (theres only one upgrade available right now which is the teal one with an arrow pointing up that says “Jump Power”)
Once you get to the moon the game just is stuck at the end - so feel free to quit. And right now the game is short - it can be beaten in 5 jumps.
There is plenty I want to add and I hope you all will enjoy my game. Its available on itch as a web game - phone preferred.
Thank you, both! Making the trampoline physics based crossed my mind, but I figured I should probably make a fun game before I make a physics simulation. The next thing I will do is re-implement the remaining power ups. After that I will fix up the main menu.
For your first game, well done!
If you want to improve your art, I suggest learning a bit of color theory. In particular, your colors are extremely saturated on the grass, and it’ll likely hurt users’ eyes.
The game itself was pretty fun, and the art does have a bit of charm, especially the roll animation, which was pretty funny. Leaning into humor can definitely add character to a simple artstyle such as yours (and my own).
Thanks for trying my game! Yes, the lawn is a retina burning green. I did start redrawing but I always get burnt out because I don’t know what “progress” looks like / feels like with art. But making a guy bounce on a trampoline, I feel the progress there. I’ll keep at it though, and will look into color theory.
I suggest dividing art into stages. Personally, this is how I do it. First, I draw the outlines, and I make sure the illustration looks nice even before color is added. Next, I add color blockouts, focusing on a color palette and using color theory. Finally, I add shading and highlights. No matter how bad the art (but yours isn’t actually bad at all), a consistent style is key to a good-looking game. Stick to the same line thickness, the same style, same brush settings, the same 20 or so colors, and so on. It makes a big difference.
I am just about finished with the power ups. You will be able to increase your flip speed, get extra bounces, decrease your mass, use a jet pack, and slow down the bounce timer for easier perfect jumps (bullet time). I also increased the height in order for you to reach the moon.
I am facing an unexpected problem with altering the gravity scale of the player for lower gravity, but I am also hacking at this anyway. I am going to implement a system where purchases made at the shop take effect once the session begins.
The main menu is still lacking, but not silly anymore.
Another functional update, I promise to hone my art skills after this!
I made an inventory system. After purchasing upgrades from the shop, they are placed in an inventory. Before starting the next session, you can choose to continue or pack powers you purchased into your backpack. Your backpack can only hold 4 items, but they can stack up to 3 times!
The game flows like this: you bounce a certain amount of times, a “window” for session results appear, you congratulate yourself on getting all perfect jumps, you then “walk” to the shop, spend points, pick which powers you want to bring for the next session, “walk” back to center screen, and then you press spacebar to start a new round. The cycle continues!