Dungeon of Doom: Axe Quest follows a small warrior on a journey through a dark dungeon in search of a mystical axe. Built in Godot, this game was our submission to the Godot Wild Jam #70.
Special thanks to my teammates, Bryant and Kevin, for their collaboration on this project.
Gameplay Overview
The player takes on the role of a warrior navigating a dungeon, aiming to reach its end. Movement is controlled with the WASD keys, while attacks are performed with the SPACE bar. As the player progresses, new types of monsters are introduced, each offering unique challenges. Defeating enemies rewards coins, which can be spent on upgrades that become essential in later stages. The game features seven levels and an intense final boss battle.
Development Process
This was our first time creating a campaign-style game, and we focused on building core features that made development smoother and gameplay more engaging. We used collision layers to ensure enemies only attacked the player rather than each other, and relied on Godot’s AnimationPlayer to handle all character animations. For level design, we leveraged TileMap, which allowed us to quickly build different maps by reusing the same tiles. Finally, we implemented simple AI behaviors, such as a Ghost enemy that follows the player, to add depth to the gameplay.
What we learned
Throughout this project, we gained valuable experience writing scalable and maintainable code that could easily support new levels and features. We also learned how to communicate effectively and divide tasks within a small team under tight deadlines, which was essential for staying on track. Most importantly, we developed the skills to deliver a complete, functional game within just nine days.
Gameplay
To avoid spoiling the full experience, the gameplay above is only up to level 3. If you’d like to try the game yourself, you can find the files here.