World of Pixels
Budget: €12 – €18 EUR
I am building a side-scrolling 2D RPG in Godot 4.5 and need an experienced developer who can turn the core gameplay loop into a polished, extensible set of systems. The visual direction is classic pixel art, so everything you script should keep low–res readability and animation timing in mind.
Core mechanics I want fully functional:
• Real-time action combat with responsive hit-detection, knock-back, invincibility frames, combo windows, and a clean state-machine that I can expand with new weapons or skills.
• Player-to-player trading that works both locally and over a simple lobby / room match-making layer (peer-to-peer preferred, but I’m open to an authoritative host model if you have a solid argument). Items must move seamlessly between inventories, with validation to prevent duping.
• Progression pillars: leveling, skill trees, scalable stats, and gear upgrading. I need these data-driven so designers can tweak balance in JSON/Resources rather than touching code.
What I expect in the hand-off: the full Godot project folder, well-commented GDScript, and a brief technical README pointing out the main singleton managers, scene structure, and any third-party add-ons you used. If you leverage C#, please flag compilation steps.
I’ll supply placeholder art, SFX, and a basic tilemap so you can focus on gameplay code. If this sounds like your wheelhouse, let’s discuss milestones and get started.
Core mechanics I want fully functional:
• Real-time action combat with responsive hit-detection, knock-back, invincibility frames, combo windows, and a clean state-machine that I can expand with new weapons or skills.
• Player-to-player trading that works both locally and over a simple lobby / room match-making layer (peer-to-peer preferred, but I’m open to an authoritative host model if you have a solid argument). Items must move seamlessly between inventories, with validation to prevent duping.
• Progression pillars: leveling, skill trees, scalable stats, and gear upgrading. I need these data-driven so designers can tweak balance in JSON/Resources rather than touching code.
What I expect in the hand-off: the full Godot project folder, well-commented GDScript, and a brief technical README pointing out the main singleton managers, scene structure, and any third-party add-ons you used. If you leverage C#, please flag compilation steps.
I’ll supply placeholder art, SFX, and a basic tilemap so you can focus on gameplay code. If this sounds like your wheelhouse, let’s discuss milestones and get started.