Project
Last Oasis
A browser-playable Godot platformer with a state-machine character controller, traversal abilities, and jam-focused authoring tools.
- Role
- Primary programmer (player, abilities, traversal, tooling)
- Status
- Released
- Engine
- Godot
Overview
Last Oasis is a browser-playable Godot jam platformer about a water spirit trying to find water and keep survivors alive in a desert. Its short production window made responsive movement and rapid content authoring equally important.
What I contributed
As the primary gameplay and tooling programmer, I owned the core character controller, traversal feel, special abilities, and authoring tools used by the design team.
Character controller
The nested state machine covers ground, air, wall-slide, slam, destroy, and death states. Traversal tuning includes coyote time, variable-height and double jumping, wall jumps with diminishing returns and input buffering, spike grace frames, and slippery surfaces read from tile custom data.
Gameplay and authoring tools
A chain-reaction destructible system combines a facing raycast with an expanding overlap query and per-depth delay. An aimable launch ability keeps aim, fire, cancel, guide-line, and prompt behavior in a separate component. An editor-time TileMapLayer replaces placed tiles with scene instances keyed by tile metadata while preserving flip, transpose, and rotation, allowing designers to author hazards and destructibles with familiar tile tools.
What the work shows
The project shows gameplay programming under a tight production cycle: tuning character feel, adding tools where they remove concrete authoring friction, and keeping systems small enough for a jam team to debug and ship.