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14.02.2026 – Devlog
Today i will most likely not have lots of time, so I will stick to simple stuff like updating icons and maybe the health bar, so it is not totally wide from right to left.
I now ended up separating the player and the weapon mechanic in 2 different slots. Therefore, the player just needs to move and i can put different weapons in the slots, allowing a similar mechanic like Brotato.

I ended up with a model without legs but wings:


aaaannnddd… fixed the most annoying thing in the planet: The audio cracking down, every time i opened the demo. Turns out, windows and godot need to run on the same HZ setup on their audio drivers. Amending that was a blessing.
However, issues with the sound continue, i think the sounds layer, which is annoying for the shooting and death sounds.
After deleting the whole project due to some Vibecoding mistake, i reinstalled the routines on the scripts like the sound design and also that the player has now a weapon slot.
I also updated the Icons for the cards:

and added the first enemy model:

Some update on the tiles would be cool… and the upgrade texture of course
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13.02.2026 – Devlog
I decided to revive my game dev project “Beetastic” today. I will work in Godot 4.2.1 and try vibe coding as much as possible.
The main idea to upgrade a character through a trading-card-game adventure really sticked to me due to the childhood with Pokémon.
Despite having some basic experience in 3D modelling, my friend Bene suggested a 2D approach would lead to better results in the beginning and ensure simplicity.
Today, i did game setup, simple movements but also integrated tile mapping and the Card system, which is currently triggered by drops

Enemies spawn around the player, and there is a shooting mechanism in place, as well as WASD movement.

The enemies drop then the upgrades with a set probability

A secondary UI (i had so much pain with the shader material, making the background blurry) opens up and the player can choose a card and the upgrade.
Afterwards the game continues. For each card, enemies will do more damage and spawn more frequently.
