1 min read

Brackey’s Game Jam 2025.2 – Day 2

Today felt like a turning point. Instead of following tutorials step by step, I started leaning on the docs and experimenting more with Godot directly. That shift made things click faster, I’m building my game, not just replaying Brackeys.

One neat discovery: using await lets me finish playing a sound before freeing up the node. Combine that with toggling sprite visibility and you can keep longer sounds around without the visuals lingering. I also learned that slightly randomizing pitch on repeat sounds makes them less annoying when triggered often, small trick, big impact.

What I built today

  • Gems & Coins
    • Added both with pickup animations.
    • Each has its own pickup sound.
    • Each has their own value.
  • Banker NPC
    • Animates when you come close (power up) and when you leave (power down).
    • Plays matching sounds for popping in/out.
    • Shows a “Press E to bank” label when active.
  • Game
    • Added a looping soundtrack.
  • Player
    • Jump sound effect added.
  • GameState.gd (singleton)
    • AutoLoaded script to track unbanked vs banked values.
    • Coins and gems update the collected counter on pickup.
    • Banked values update when interacting with the banker.
    • Signals make it easy to update UI as events happen.
    • No scene needed, it’s just a script that runs globally.

What's next?

Next up is adding some UI to display the actual collected and banked coins. After that I will start working on "Hazards": at least 1 enemy and a death animation. If I can get these parts finished I should have everything I need to start building a decent level to play the game.

Depending on time, I'd also like to add a simple menu and maybe a second level.

Reflections

It feels good to see the systems starting to connect: collectibles, banker, counters, and sounds all feeding into one loop. No hazards yet, so it’s not really a game — but the skeleton is standing, and that’s the hardest part.

Catch you in the next log.