If you’ve ever thought, “I could totally make a game,” let me save you some time: it’s harder than it looks. My brother and I are learning this firsthand as we tackle our passion project—a top-down wave survival shooter built in Godot. Why Godot? Because we’re rebels who refuse to bow to Unity’s subscription overlords. So far, we’ve got the basics: enemies that chase you like unpaid interns after free pizza, weapons that feel punchy, and enough particle effects to fry a toaster.
But game dev isn’t all epic ideas and caffeine-fueled late nights. There’s a lot of “Wait, why isn’t this working?” and “Didn’t we fix this bug three commits ago?” The menus alone are like their own mini-boss fight. And don’t even get me started on balancing—we made one weapon so overpowered it felt like a cheat code. The learning curve is steep, but hey, so is the satisfaction of watching something you built come to life.
The goal isn’t to dethrone Hades or win a BAFTA. We just want to make a game that’s fun, chaotic, and perfect for killing an hour (or three). Who knows—maybe this will be the first step in our journey to becoming indie legends. Or maybe it’ll just be something we look back on and laugh about. Either way, it’s been a blast.