I failed
29.08.2025
During one of my burnout–depressive phases, I suddenly felt a spark of creativity — something I hadn’t felt in ages. So I did the best thing I could — used it as effectively as possible.
It was a perfect time to finally move on and try creating a small project. The smaller the better with hopes of snowball effect.
And as I do creative work why not to learn something new along the way, right? A reason came naturally to finally try it – Godot Engine in version 4.
I decided to ramp up the challenge: build the game’s core in a gamejam style. Three days. What could go wrong? One weekend should’ve been enough to prove the project’s simplicity.
And that supposed to be followed by few months tops of work adding content, polishing and publishing as well.
With clear goal it was time to think about what the game supposed to be about. That was even easier as I’ve simply reused something from my library. The idea of the game was simple – a Robot Unicorn Attack but with free movement. There is a slight problem however – Robot Unicorn Attack’s whole concept is based around the fact that player always moves and moves faster overtime on top of that to make the game harder.
You can never stop the movement like in that film where the bus cannot stop or it will explode.
In short words – failure is inevitable. (just like with my projects? rofl)
So something should give the player a reason to participate and what would be a better solution than a wave that will trigger game over? Something probably… But not for this game hence the name Fatal Wave.
In form of preparation for the project I’ve done one of the Brackeys tutorials to not only be a little bit more familiar with the engine itself but have some temporary assets ready to use. Even if it is slightly outdated it is still a very good piece of content – highly recommend it.
I’ve waited for something around a week before starting the work and before the day zero came by I decided to actually record myself with livesplit to record the time. Two birds with one stone, not only work but create content around it. Hit recording button, started the timer and started working.
Spoiler alert I’ve never finished editing the video and truth be told I “lost” the source files.
A lot of the tasks were similar to the tutorial, but I also added:

- procedural generation of the terrain that player was traversing through used with the simple node based system that were spawned from the pool when the player entered trigger
- some issues with the generation to fix that made it overall longer than expected
- wave mechanic that triggered game over
- health system to make wave mechanic a little bit more forgiving
- respawning after the fall
- finally a timer to give any reason to play the game
- I never really built up any public interest, and even friends were skeptical at best
- I learned a lot. Not just about Godot, but about how I work, how I burn out, and how to recognize it.
- I left my comfort zone in a massive way — which ended up helping me at work too.