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Game development

Here’s what I’m working on for fun.

The Legend of Bingus

I’ve spent the past year and a bit teaching myself Godot and building my first complete game from the ground up.

The Legend of Bingus is a fully playable, start-to-finish experience. Guide Bingus on his adventure to stop the evil Orzak The Almighty from taking over the galaxy. A complete, shipped game with progression, systems and a cohesive world.

It includes:

  • five distinct levels, each with their own mechanics, pacing and identity
  • a full original soundtrack composed by me
  • a multi-phase boss encounter to close out the game
  • collectible systems with persistent tracking across levels
  • optional challenge content and “perfect run” rewards to encourage mastery
  • interactive elements including NPC dialogue, switches and environmental triggers.

What this demonstrates

It shows my ability to:

  • design and build reusable systems using signals and structured code
  • manage state and persistence across a complete experience
  • balance gameplay, progression and player feedback
  • take an idea from concept to completion without external direction.

It proves I can finish and deliver a complex creative project, not just start one.

Soundtrack

Update 1.2 (29.03.26)

New features

New level: Midnight Manor

  • Explore the largest level yet: bigger than the original 4 levels combined! Featuring open-ended progression (choose the order you complete challenges), secrets and more. 
  • Midnight Manor’s bonus gem is obtained by breaking the curse and bringing daylight back to the realm. Once the sun’s out, seek out Wuboze on top of the western tower.

Expanded finale

Significantly updated the Orzak encounter:

  • Split the encounter into two separate phases and adjusted abilities in both.
  • Added Phase 1 intermission escape sequence. This level now has collectibles.

Improved movement

  • Bingus can jump at different heights. Tap jump for a small one, or hold it for the original full height he previously had.
  • Bingus now has a short grace period when leaving a platform to execute a double-jump combo (coyote time).

Get a better view!

  • The camera on most levels has been adjusted to give an additional 20% extra viewing space. Take in all the details and never miss a secret again.
  • Want a closer look? Press the right shoulder button (or shift on PC) to zoom in.

New save system

  • The save/load system has been rebuilt to future proof the game when new levels and features are added. 
  • This means saves can’t be brought over from 1.1. Sorry! But you should be safe for future versions.

Fixes and tweaks 🛠️

  • Orzak’s Oubliette has had a glowup.
  • Fixed a crash if you loaded an old save that was missing progress data from a level added in a newer version of the game.
  • You can now jump onto most floating platforms from directly below them.
  • Fixed an issue where Bingus would not get temporary invincibility on respawn.
  • Roboticount has noticed there are more red coins in the world. Seizing the opportunity, he’s now slightly more demanding.
  • Remade the bonus level in Frosty Fortress.
  • Tweaked the bonus level in Orzak’s Oubliette to make it easier.

Old development stuff

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

Scrapped level concept