Game development
Game development is a creative outlet for me. Here’s what I’m working on for fun.
The Legend of Bingus
Having crash-landed on a mysterious new planet, Bingus sets off on an adventure to stop Orzak the Almighty from taking over and causing untold destruction.
Small gameplay trailer
After a year of teaching myself Godot, I’ve reached a huge milestone: my first complete game project.
Bingus is now fully playable from beginning to end, featuring:
- 4 themed levels (Happy Hillslides, Frosty Fortress, Autumn Ascent, Orzak’s Oubliette)
- A catchy soundtrack made by me
- A final showdown with the boss, Orzak
- 3 red coins to collect per level, tracked with persistence
- Bonus challenge stages for each world
- A “Perfect Run” gem reward per level for collecting every coin and finishing deathless
- A level select screen for progression
- An interact system (switches, NPC dialogue, torch activation)
- A basic storyline tying it all together.
What I Learned
- How to design reusable systems using classes and signals
- How to manage global data (coins, progress, states)
- How to structure levels with progression, challenges and variety
- Most importantly, how to finish a game rather than get stuck in tutorials.
Update 1.1 (30.08.25)
New features ✨
Easy mode
Life already stressful enough? Enable Easy Mode for additional help throughout the game:
- Less challenging platform sections
- More checkpoints
- Orzak starts with 20% less HP and takes 50% more damage.
Note: You can't earn Perfect Run gems in this mode.
You can enable Easy Mode on the title screen by clicking the toggle or pressing Y on your controller. This setting can be changed whenever you want (but not in levels).
Other gameplay changes
Roboticount has now appeared outside Orzak’s lair. He won’t let you progress to the final showdown unless you’ve collected a certain amount of red coins.
- Added a torch puzzle to unlock the door to Orzak’s lair.
Roboticount has now appeared outside Orzak’s lair. He won’t let you progress to the final showdown unless you’ve collected a certain amount of red coins.
Added a torch puzzle to unlock the door to Orzak’s lair.
Fixes and tweaks 🛠️
- Fixed an issue where enemies would spawn boss items in other levels after encountering Orzak.
- Updated the spikes hitbox to more accurately reflect their shape.
- Fixed an unreasonable enemy location in Frosty Fortress.
- Fixed the camera behaving strangely in certain situations.
- Reworked the 2nd red coin challenge in Orzak’s Oubliette.
Polish 🎨
- Added WASD controls.
- Added a “peek down” feature: hold down to see what dangers await below.
- Minor text tweaks and improvements.
Known issues🔮
- Enemy collision is sometimes inconsistent.
- Iframes aren’t working.
- Leaving a level immediately after entering causes the level title toast to persist through to the main menu.
Update 1.0 (01.06.25)
New features ✨
Complete overhaul
Bingus is now a free-roaming platformer. Featuring a revamped control system and more dynamic, exciting levels.
Farewell to levels
Maloonie Mines, Tropic Trouble and Sunset Speedway have been removed as they weren't very fun.
Frosty Fortress length doubled, using the Cannon segment from Maloonie Mines.
Added new secrets to Frosty Fortress and Autumn Ascent. Discovering secrets in one level might unlock challenges in another...
New speed system
Collecting a coin fills up your speed bar. The more coins in quick succession, the faster you go. Not collecting coins for a few seconds causes the bar to deplete and you'll slowly return to normal movement speed.
New interaction system
Activate switches (wow!), talk to NPCs (woah!) and even solve puzzles (amazing!).
Bingus will prompt you to interact with his environment with a "?" above his head. Who knows what you'll find?
Update 0.7 (09.04.25)
General
- Bingus now playable in browser!
- Made finish portal hitbox bigger and moved object closer to ground
- Fixed an issue where restarting a level didn't reset your coin counter properly
Level 1 - Happy Hillslides
- Moved checkpoint 2 further back so Bingus doesn't respawn and have to immediately jump to survive
- Fixed an issue where a coin wasn't obtainable, making a perfect run/green gem impossible to get
Known issues
- Background blur not working on web version, so the pause menu doesn't look as intended
Update 0.6 (20.02.25)
- Moved pause system to a global system
- Created dynamic music (pausing and completing a level triggers musical motifs)
- Save system to track red coins, level completion and coin balance
- Stats screen
- Perfect runs: collect every single (non red) coin and get to the end without dying to earn that level's green gem!
- Map load system with error handling
- Level select screen, levels unlock after completing one before
- Coins collected during a level get deposited into a "wallet" at the end. This can be used to unlock rewards in the future
- Each level reports a custom speed for Bingus so we can make some levels easier/harder than others
- Reworked coin system make it global, enabling handling of coins/transactions at any point in the game instead of per-level.
Soundtrack

Old development stuff
Prototype auto-runner showing double jump, normal/red coins and level warp at end
