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65255
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USBDPS by @kattschan | Stardance
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kattschan
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0
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0.0
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0
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[]
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[]
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Title: USBDPS by @kattschan | Stardance
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1793084187.869992
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1793688987.869992
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65256
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My awesome macropad! by @Kisor | Stardance
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Kisor
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Kisor | Stardance
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1793084194.0642688
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1793688994.0642688
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65257
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SafeRoute by @Sai-K | Stardance
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Sai-K
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1
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22.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T17:12:51Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built SafeRoute , an AI-powered safety navigation app designed to help people make safer decisions when traveling. Instead of focusing only on finding the fastest route, SafeRoute considers safety factors, nearby hazards, weather alerts, and community-reported dangers to help users choose a safer way to reach their destination. One of the most challenging parts was integrating multiple services, including OpenRouteService, Firebase, and AI, while making sure the app could handle unreliable API responses and location data. I’m proud of bringing together features like safety scores, alternative routes, emergency tools, trusted contacts, and community hazard reporting into one app with a consistent, easy-to-use interface. To test SafeRoute, allow location access and explore the Home and Safety pages to view safety information and calculate routes. Try different travel modes, compare route safety scores, submit a community hazard, and explore the Trips, Emergency, and Profile pages. Some features depend on internet connectivity and external services, so results may vary. Overall, SafeRoute is designed to support safer travel decisions to keep you and every other user safe. Reminder: As mentioned in the README, this app was created using Expo Go, which means to run it, you can download Expo SDK 58, install, and log into the application. This app only works on Apple devices so far and Beta Testing is still going on for Android. Enjoy!", "repo": "https://github.com/SaiDanielK/SafeRoute/", "demo": "https://github.com/SaiDanielK/SafeRoute/releases"}]...
|
[{"post_id": 82377, "ts": "202 [{"post_id": 82377, "ts": "2026-10-24T17:30:23Z", "hours": 9.5289, "text": "🚀 SAFEROUTE DEVLOG #3 — WE’RE DONE! 🎉 WELCOME BACK TO ANOTHER DEVLOG OF SAFEROUTE!!!! After countless hours of coding, debugging, and improving features, SafeRoute is officially DONE and ready to ship! 🚀🗺️ SafeRoute has grown into a safety-focused navigation app combining maps, hazard awareness, AI assistance, emergency tools, and personalized settings. 🗺️ Navigation and Maps 📍 Current location tracking and destination search 🚶 Walking, 🚴 cycling, and 🚗 driving modes 🛣️ OpenRouteService routing and multiple route options ⏱️ Distance and estimated travel time 🧭 Turn-by-turn and voice navigation 🔄 Automatic rerouting when off course 🎯 Arrival detection and follow-my-location 🌙 Night mode and 2D/3D map controls 📌 Dropped-pin and coordinate-based navigation 🚦 Route details and available speed-limit information 🛡️ Safety Features 📊 Safety score calculations and status indicators 🗺️ Route safety comparisons ⚠️ Community hazard reporting 🌧️ Weather and safety alerts 🚧 Hazard awareness for flooding, accidents, road closures, debris, and construction 🤖 Gemini-powered AI safety assistance 🌃 Night-safety settings 📡 Safety information from available data sources SafeRoute aims to help users consider safety alongside distance and travel time, particularly when walking or cycling. 🏠 The Five Main App Sections 🏠 Home: Main dashboard, quick actions, and navigation access. 🛡️ Safety: Safety information, community reports, hazards, alerts, and AI assistance. 🧭 Trips: Navigation, saved destinations, and recent trip history. 🚨 Emergency: Emergency tools, trusted contacts, and location-sharing functionality. 👤 Profile: Account access, personal settings, notification preferences, and night-safety controls. 🔥 Technologies Used React Native & Expo — Mobile app development TypeScript — Application code Expo Router — Screen navigation React Native Maps — Interactive maps OpenRouteService — Route calculations Firebase Authentication — Guest and email authentication Cloud Firestore — Backend data storage Gemini AI — AI-powered safety assistance TomTom — Traffic-related information National Weather Service (NWS) — Weather alerts FEMA IPAWS — Public alert information, including supported AMBER Alert data AsyncStorage — Local settings and saved preferences Expo Notifications — Safety notification functionality 🔔 Additional Features 🔔 Notification preferences connected to Profile settings 🚧 Community hazard submissions and hazard information 👥 Trusted-contact management 📍 Location-sharing functionality 🔐 Authentication and backend integration 🧾 Recent trip history 🧪 Final Development The final development stages focused on connecting the app’s sections, fixing bugs, improving the interface, refining safety scoring, configuring Firebase, and preparing project backups. Some features depend on internet connectivity, device permissions, external API availability, and the accuracy of available data. 📦 Updates? SafeRoute’s main development milestone is complete, and the project is ready to ship! 🎉 💡 Looking Back Building SafeRoute has taught me so much about mobile development, APIs, maps, databases, authentication, notifications, AI integration, and real-world software engineering. Thank you to everyone who has followed this journey! SafeRoute is officially ready to ship. The journey doesn’t end here — this is just the beginning! 🚀 🛡️ SafeRoute — Because the safest route should matter just as much as the fastest one. 🗺️ P.S. Link to Final 4 Screenshots: https://i.postimg.cc/HsMRq5pZ/unnamed.jpg https://i.postimg.cc/QN2nJtpS/unnamed.jpg https://i.postimg.cc/ZYdwnS1y/unnamed.jpg https://i.postimg.cc/0ycfF2J0/unnamed.jpg"}, {"post_id": 76919, "ts": "2026-10-05T02:35:16Z", "hours": 6.3208, "text": "Welcome back to another devlog of SAFEROUTE!!!! So, in the last 6 hours or so, I managed to add a variety of features to my app. So far, here’s what I have. 🗺️ Navigation and Maps Interactive map with current location tracking Destination search Walking, cycling, and driving route options Route calculations using OpenRouteService Multiple route options Distance and estimated arrival time Turn-by-turn navigation Voice navigation Automatic rerouting when going off course Arrival detection Follow-my-location functionality 2D and 3D map controls Night mode for navigation Dropped-pin navigation Manual coordinate-based routing Route details panel Speed limit information 🛡️ Safety Features I’ve also started building the safety system that makes SafeRoute different from regular navigation apps. Safety score calculations Comparing safer routes with faster routes Safety overlays Route safety comparisons The ability to prioritize safety instead of just distance or travel time My goal is to eventually give users a better understanding of why one route might be safer than another. 🗺️ How SafeRoute Works The app uses OpenRouteService for routing, which allows me to build the navigation system without depending on expensive routing APIs. I’m also using React Native, Expo, TypeScript, and Firebase to build the application and its backend. 📱 Planned App Structure I’m developing SafeRoute around five main tabs: 🏠 Home The main dashboard, where users will be able to see an overview of the app, access quick actions, and use a small interactive map that opens the full navigation screen. 🛡️ Safety This is where I plan to bring together safety alerts, hazard reports, community reports, local safety information, and an AI assistant powered by Gemini. 🧭 Trips A place to plan trips, view trip history, access navigation, and eventually keep track of people who choose to share their trips. 🚨 Emergency A dedicated section for emergency tools, trusted contacts, and features that can help users get assistance when they need it. 👤 Profile A personalized section where users can manage their account, settings, and avatar. 🔥 Technologies I’m Using React Native Expo TypeScript Expo Router React Native Maps OpenRouteService Firebase Authentication Firebase Gemini AI (planned integration) 🎯 What’s Next? Although the main map and navigation system is working, there is still a lot I want to accomplish. My next goals are: Finish connecting all five main app sections Improve the safety scoring system using reliable safety data Integrate real-time alerts and hazard information Build community safety reporting Add emergency features and trusted-contact functionality Integrate the Gemini AI safety assistant Improve the overall UI and user experience Test the app thoroughly on real devices Prepare the final Congressional App Challenge demonstration 💡 My Vision I don’t want SafeRoute to just be another navigation app. I want it to be something that helps people feel more confident when traveling, especially students and pedestrians who may not always have the safest route available to them. My long-term vision is to combine navigation, community awareness, AI, and emergency assistance into one platform that makes everyday travel safer. SafeRoute — Because the safest route should matter just as much as the fastest one."}, {"post_id": 72913, "ts": "2026-09-24T00:50:04Z", "hours": 6.3128, "text": "HELLO EVERYONE! I’M BACK! 🚀 Hey everyone! This is Sai-K , your OceanOS Producer , and I am SUPER excited to announce my newest invention… SAFEROUTE! 🛡️ After working on OceanOS, I’ve started something completely new — an app designed to change the way we think about navigation. Most navigation apps ask: “What’s the fastest way there?” SafeRoute asks: “What’s the SAFEST way to get there?” WHAT IS SAFEROUTE? SafeRoute is a safety-focused navigation app that helps people find safer routes to their destination. Instead of only looking at distance and travel time, SafeRoute is designed to consider things like: Reported hazards Dangerous intersections Route conditions Community safety reports Nighttime conditions Other safety factors Because sometimes, the fastest route isn’t the route you want to take. Imagine: Route A: 20 minutes — Safety Score: 61/100 Route B: 23 minutes — Safety Score: 91/100 SafeRoute helps you see that difference. Sometimes, 3 extra minutes can be worth it. WHO IS IT FOR? SafeRoute is being built with students and pedestrians in mind, but it can potentially help: Students walking home from school Pedestrians Cyclists Workers commuting Families People traveling at night The goal is simple: Help people make safer decisions about how they travel. SOME OF THE FEATURES Interactive Navigation Get directions while seeing your location and route directly on the map. Safety Scores Routes can receive safety scores so users can compare safety alongside distance and time. Community Reports Users can report hazards like construction, blocked paths, dangerous intersections, or other problems. Night Safety A dedicated experience for people traveling after dark, with additional safety considerations. Emergency Mode Quick access to important emergency-related actions when they’re needed. Trip Sharing Share your trip with a trusted person so they can keep track of your journey. AI Safety Explanations AI can explain why a route may be safer instead of simply giving you directions. THE BIG IDEA SafeRoute isn’t just another map. It’s an experiment: Can navigation technology help people make safer decisions instead of simply faster ones? That’s what I’m building to find out. I want SafeRoute to change the way we think about navigation — from simply asking: “How fast can I get there?” to also asking: “How safely can I get there?” WHERE WE ARE NOW SafeRoute is currently under development, and I’m building it piece by piece. There will be bugs. There will be broken builds. There will definitely be moments where I stare at my code and ask: “WHY IS THE MAP DOING THAT?!” But that’s part of building something. You build. You break it. You fix it. You learn. And then… You make it better. SAFER ROUTES. SMARTER DECISIONS. This is SafeRoute . And I’m just getting started. Stay tuned. 🚦 — Sai-K OceanOS Producer & SafeRoute Developer"}]...
|
Title: SafeRoute by @Sai-K | Stardance
Devlogs:
H Title: SafeRoute by @Sai-K | Stardance
Devlogs:
HELLO EVERYONE! I’M BACK! 🚀 Hey everyone! This is Sai-K , your OceanOS Producer , and I am SUPER excited to announce my newest invention… SAFEROUTE! 🛡️ After working on OceanOS, I’ve started something completely new — an app designed to change the way we think about navigation. Most navigation apps ask: “What’s the fastest way there?” SafeRoute asks: “What’s the SAFEST way to get there?” WHAT IS SAFEROUTE? SafeRoute is a safety-focused navigation app that helps people find safer routes to their destination. Instead of only looking at distance and travel time, SafeRoute is designed to consider things like: Reported hazards Dangerous intersections Route conditions Community safety reports Nighttime conditions Other safety factors Because sometimes, the fastest route isn’t the route you want to take. Imagine: Route A: 20 minutes — Safety Score: 61/100 Route B: 23 minutes — Safety Score: 91/100 SafeRoute helps you see that difference. Sometimes, 3 extra minutes can be worth it. WHO IS IT FOR? SafeRoute is being built with students and pedestrians in mind, but it can potentially help: Students walking home from school Pedestrians Cyclists Workers commuting Families People traveling at night The goal is simple: Help people make safer decisions about how they travel. SOME OF THE FEATURES Interactive Navigation Get directions while seeing your location and route directly on the map. Safety Scores Routes can receive safety scores so users can compare safety alongside distance and time. Community Reports Users can report hazards like construction, blocked paths, dangerous intersections, or other problems. Night Safety A dedicated experience for people traveling after dark, with additional safety considerations. Emergency Mode Quick access to important emergency-related actions when they’re needed. Trip Sharing Share your trip with a trusted person so they can keep track of your journey. AI Safety Explanations AI can explain why a route may be safer instead of simply giving you directions. THE BIG IDEA SafeRoute isn’t just another map. It’s an experiment: Can navigation technology help people make safer decisions instead of simply faster ones? That’s what I’m building to find out. I want SafeRoute to change the way we think about navigation — from simply asking: “How fast can I get there?” to also asking: “How safely can I get there?” WHERE WE ARE NOW SafeRoute is currently under development, and I’m building it piece by piece. There will be bugs. There will be broken builds. There will definitely be moments where I stare at my code and ask: “WHY IS THE MAP DOING THAT?!” But that’s part of building something. You build. You break it. You fix it. You learn. And then… You make it better. SAFER ROUTES. SMARTER DECISIONS. This is SafeRoute . And I’m just getting started. Stay tuned. 🚦 — Sai-K OceanOS Producer & SafeRoute Developer
Welcome back to another devlog of SAFEROUTE!!!! So, in the last 6 hours or so, I managed to add a variety of features to my app. So far, here’s what I have. 🗺️ Navigation and Maps Interactive map with current location tracking Destination search Walking, cycling, and driving route options Route calculations using OpenRouteService Multiple route options Distance and estimated arrival time Turn-by-turn navigation Voice navigation Automatic rerouting when going off course Arrival detection Follow-my-location functionality 2D and 3D map controls Night mode for navigation Dropped-pin navigation Manual coordinate-based routing Route details panel Speed limit information 🛡️ Safety Features I’ve also started building the safety system that makes SafeRoute different from regular navigation apps. Safety score calculations Comparing safer routes with faster routes Safety overlays Route safety comparisons The ability to prioritize safety instead of just distance or travel time My goal is to eventually give users a better understanding of why one route might be safer than another. 🗺️ How SafeRoute Works The app uses OpenRouteService for routing, which allows me to build the navigation system without depending on expensive routing APIs. I’m also using React Native, Expo, TypeScript, and Firebase to build the application and its backend. 📱 Planned App Structure I’m developing SafeRoute around five main tabs: 🏠 Home The main dashboard, where users will be able to see an overview of the app, access quick actions, and use a small interactive map that opens the full navigation screen. 🛡️ Safety This is where I plan to bring together safety alerts, hazard reports, community reports, local safety information, and an AI assistant powered by Gemini. 🧭 Trips A place to plan trips, view trip history, access navigation, and eventually keep track of people who choose to share their trips. 🚨 Emergency A dedicated section for emergency tools, trusted contacts, and features that can help users get assistance when they need it. 👤 Profile A personalized section where users can manage their account, settings, and avatar. 🔥 Technologies I’m Using React Native Expo TypeScript Expo Router React Native Maps OpenRouteService Firebase Authentication Firebase Gemini AI (planned integration) 🎯 What’s Next? Although the main map and navigation system is working, there is still a lot I want to accomplish. My next goals are: Finish connecting all five main app sections Improve the safety scoring system using reliable safety data Integrate real-time alerts and hazard information Build community safety reporting Add emergency features and trusted-contact functionality Integrate the Gemini AI safety assistant Improve the overall UI and user experience Test the app thoroughly on real devices Prepare the final Congressional App Challenge demonstration 💡 My Vision I don’t want SafeRoute to just be another navigation app. I want it to be something that helps people feel more confident when traveling, especially students and pedestrians who may not always have the safest route available to them. My long-term vision is to combine navigation, community awareness, AI, and emergency assistance into one platform that makes everyday travel safer. SafeRoute — Because the safest route should matter just as much as the fastest one.
🚀 SAFEROUTE DEVLOG #3 — WE’RE DONE! 🎉 WELCOME BACK TO ANOTHER DEVLOG OF SAFEROUTE!!!! After countless hours of coding, debugging, and improving features, SafeRoute is officially DONE and ready to ship! 🚀🗺️ SafeRoute has grown into a safety-focused navigation app combining maps, hazard awareness, AI assistance, emergency tools, and personalized settings. 🗺️ Navigation and Maps 📍 Current location tracking and destination search 🚶 Walking, 🚴 cycling, and 🚗 driving modes 🛣️ OpenRouteService routing and multiple route options ⏱️ Distance and estimated travel time 🧭 Turn-by-turn and voice navigation 🔄 Automatic rerouting when off course 🎯 Arrival detection and follow-my-location 🌙 Night mode and 2D/3D map controls 📌 Dropped-pin and coordinate-based navigation 🚦 Route details and available speed-limit information 🛡️ Safety Features 📊 Safety score calculations and status indicators 🗺️ Route safety comparisons ⚠️ Community hazard reporting 🌧️ Weather and safety alerts 🚧 Hazard awareness for flooding, accidents, road closures, debris, and construction 🤖 Gemini-powered AI safety assistance 🌃 Night-safety settings 📡 Safety information from available data sources SafeRoute aims to help users consider safety alongside distance and travel time, particularly when walking or cycling. 🏠 The Five Main App Sections 🏠 Home: Main dashboard, quick actions, and navigation access. 🛡️ Safety: Safety information, community reports, hazards, alerts, and AI assistance. 🧭 Trips: Navigation, saved destinations, and recent trip history. 🚨 Emergency: Emergency tools, trusted contacts, and location-sharing functionality. 👤 Profile: Account access, personal settings, notification preferences, and night-safety controls. 🔥 Technologies Used React Native & Expo — Mobile app development TypeScript — Application code Expo Router — Screen navigation React Native Maps — Interactive maps OpenRouteService — Route calculations Firebase Authentication — Guest and email authentication Cloud Firestore — Backend data storage Gemini AI — AI-powered safety assistance TomTom — Traffic-related information National Weather Service (NWS) — Weather alerts FEMA IPAWS — Public alert information, including supported AMBER Alert data AsyncStorage — Local settings and saved preferences Expo Notifications — Safety notification functionality 🔔 Additional Features 🔔 Notification preferences connected to Profile settings 🚧 Community hazard submissions and hazard information 👥 Trusted-contact management 📍 Location-sharing functionality 🔐 Authentication and backend integration 🧾 Recent trip history 🧪 Final Development The final development stages focused on connecting the app’s sections, fixing bugs, improving the interface, refining safety scoring, configuring Firebase, and preparing project backups. Some features depend on internet connectivity, device permissions, external API availability, and the accuracy of available data. 📦 Updates? SafeRoute’s main development milestone is complete, and the project is ready to ship! 🎉 💡 Looking Back Building SafeRoute has taught me so much about mobile development, APIs, maps, databases, authentication, notifications, AI integration, and real-world software engineering. Thank you to everyone who has followed this journey! SafeRoute is officially ready to ship. The journey doesn’t end here — this is just the beginning! 🚀 🛡️ SafeRoute — Because the safest route should matter just as much as the fastest one. 🗺️ P.S. Link to Final 4 Screenshots: https://i.postimg.cc/HsMRq5pZ/unnamed.jpg https://i.postimg.cc/QN2nJtpS/unnamed.jpg https://i.postimg.cc/ZYdwnS1y/unnamed.jpg https://i.postimg.cc/0ycfF2J0/unnamed.jpg
Ships:
I built SafeRoute , an AI-powered safety navigation app designed to help people make safer decisions when traveling. Instead of focusing only on finding the fastest route, SafeRoute considers safety factors, nearby hazards, weather alerts, and community-reported dangers to help users choose a safer way to reach their destination. One of the most challenging parts was integrating multiple services, including OpenRouteService, Firebase, and AI, while making sure the app could handle unreliable API responses and location data. I’m proud of bringing together features like safety scores, alternative routes, emergency tools, trusted contacts, and community hazard reporting into one app with a consistent, easy-to-use interface. To test SafeRoute, allow location access and explore the Home and Safety pages to view safety information and calculate routes. Try different travel modes, compare route safety scores, submit a community hazard, and explore the Trips, Emergency, and Profile pages. Some features depend on internet connectivity and external services, so results may vary. Overall, SafeRoute is designed to support safer travel decisions to keep you and every other user safe. Reminder: As mentioned in the README, this app was created using Expo Go, which means to run it, you can download Expo SDK 58, install, and log into the application. This app only works on Apple devices so far and Beta Testing is still going on for Android. Enjoy!...
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1793245982.6274817
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1793332382.6274817
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65258
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My awesome macropad! by @Alox_roxth | Stardance
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Alox_roxth
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Alox_roxth | Stard Title: My awesome macropad! by @Alox_roxth | Stardance...
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1793084196.9339666
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1793688996.9339666
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65259
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Untitled project by @kams_claim | Stardance
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kams_claim
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @kams_claim | Stardance
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1793084197.9551654
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1793688997.9551654
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65260
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My awesome macropad! by @kinshukn | Stardance
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kinshukn
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @kinshukn | Stardan Title: My awesome macropad! by @kinshukn | Stardance...
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1793084199.119516
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1793688999.119516
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65261
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Badminton Birdie Picker by @dlau1480 | Stardance
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dlau1480
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0
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0.0
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0
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[]
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[]
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Title: Badminton Birdie Picker by @dlau1480 | Star Title: Badminton Birdie Picker by @dlau1480 | Stardance...
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1793084200.9182615
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1793689000.9182615
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65262
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My own site! by @kimneihoihaokip212 | Stardance
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kimneihoihaokip212
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @kimneihoihaokip212 | Stard Title: My own site! by @kimneihoihaokip212 | Stardance...
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1793084202.6813102
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1793689002.6813102
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65263
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Arabic for beginners by @Sajah10 | Stardance
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Sajah10
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0
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0.0
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0
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[]
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[]
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Title: Arabic for beginners by @Sajah10 | Stardanc Title: Arabic for beginners by @Sajah10 | Stardance...
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1793084204.421312
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1793689004.421312
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65264
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NULL
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NULL
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0
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0.0
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0
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[]
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[]
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1792867782.067412
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1793731782.067412
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65265
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quantum-tunneling by @Rishav | Stardance
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Rishav
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1
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20.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T08:18:27Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I went ahead and created a game called Doraemon’s Quantum Tunnel, which incorporates quantum tunneling into physics. When a player is close to a barrier, they must try to pass through it, using the quantum tunneling equation to calculate the ability to do so. I’ve also used two more concepts in the game: the observer effect and decoherence. Moreover, I added a five-barrier position-race, streaks, shaking visuals, audio programming, and a complete title screen. The real challenge was making sure that all these mechanisms work together in harmony. At times, I was in situations where the regular path of following procedures was working fine, while the edge cases were making the game unusable. Timers would freeze, steps would become unreachable, and variables would only be accessible on a certain execution path. I even made one ill-placed parentheses that would have completely ruined the game experience. The thing I’m most proud of is that I’ve made a game about quantum physics. But rather than just making a game based on quantum physics concepts, I meant to reflect those physics in terms of gameplay. To test it, use the arrow keys to move around, press Space to charge, O to observe, and P to restart. You should try failing on purpose, observing a barrier, and leaving it charged for too long. Additionally, we would appreciate any bug reports as all the bugs are basically my unpaid testers.", "repo": "https://github.com/rishavjha8515-hub/quantum-tunneling", "demo": "https://github.com/rishavjha8515-hub/quantum-tunneling/releases/tag/v1.0"}]...
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[{"post_id": 83452, "ts": "202 [{"post_id": 83452, "ts": "2026-10-27T23:49:11Z", "hours": 2.4389, "text": "#Development-Log #6 - The wall counters attacks I have resumed working on new features as the execution file and the game were successfully submitted. Three new mechanics were introduced and the last one is a boss. Resonant tunneling The maximum charge used to be the ultimate solution to every wall situation but not anymore. Now, there is a secret hidden charge point behind every wall. If you release the charge near it, then the success percentage goes to around 95%, which explains the process of resonance tunneling in real devices with double barriers. The transmission through barriers increases at certain energies but not as it has been until now (increasing). The problem is that the charge point is not observable. If you press O , you see the wall with the flashing charge indicator. Due to this action, you will lose one chance, which is unfair. Still, you will have the knowledge that can be applied the next time you encounter the wall.## Wave position Tap Q to shift into the wave position. While in this form, you move at half speed and can pass through thin walls; however, you can’t charge while in this state. Press Q again to revert to being a particle, something you can’t do while inside a wall, creating a real choice between the explorer path or speedier route. Title screen, rephrased The previously written title screen had become obsolete due to the new controls, so I had to rewrite it as a loop containing various lines. Now, to introduce a new control, all I have to do is add just one line instead of a physically placing the lines.## Boss wall The last wall is a boss. It’s wide and has three layers : Each successful tunnel peels one layer and the wall physically shrinks, from 180px to 120px to 60px, then it’s gone. A failed attempt makes it regenerate , and all three layers come back. You need three tunnels in a row. Observing it never heals it, so you can scout the sweet spot safely. Beating it gives +10 score and +10 seconds. It’s the one wall that doesn’t get entangled with another. A wide wall’s normal odds are tiny, so the boss is really a test of whether you learned resonance. Finding the sweet spot is how you beat it. It’s still on its own branch so the shipped version stays untouched while the review runs.## Mistakes I made I mistakenly entered a line of code meant for a loop into a class method, thus when the game launched, it crashed because the variable was undefined there. I referenced an audio file that had not been defined, which caused the game to crash with the first incorrect trivia question answer. The code related to the boss wall contained four errors at once: self_defeated instead of self.defeated , pygame.draw_rect instead of pygame.draw.rect , is defeated instead of .defeated , and boss_msg_timer instead of box_msg_timer . Each of these errors made the game crash only when their line was executed, so I identified them one by one at each launch of the game. Next time I will run pyflakes first because it is able to find and let know about errors and mistakes before I actually run the game. I pushed the boss wall code into the main branch instead of an appropriate branch. Although I was lucky, because I made the branch after committing the document, I make sure I run the command git branch before committing it next time."}, {"post_id": 80527, "ts": "2026-10-18T00:56:22Z", "hours": 2.2147, "text": "Devlog #5 - Revision phase, mystery boxes and making the game functional Devlog #4 described the big update regarding gameplay mechanics. This time, it is now about making the game fair, replayable and download-friendly. Balancing phase After analyzing the numbers, I found an issue: the height of the barrier can go as high as 2.0 but the maximum energy level is 1.4. Thus, some barriers are literally invincible because it is impossible to break through them no matter how well the player performs. The charge speed also varied from “almost 7 seconds” to “instant charging”, leading to different results every time. I have put all the variables related to gameplay in one line, so the process of making the game better became much easier.## Highest score The top score is stored in a small file, which allows it to persist even after you exit the game. The welcome screen displays the score, and if you lose, it says “NEW HIGH SCORE!” on the game over screen. The record is present in the repository, so my score won’t overwrite anybody else’s. Sound for everything The ghost, answers in trivia, and entangled transfers didn’t have any sounds. I have added sounds: a sound of the ghost appearing with a whoosh, a sound of a correct answer rising in pitch, the sound of a wrong answer producing low frequency buzz, and a beep sound of a partner barrier charging. All sounds are produced in code without using audio files. Schrödinger boxes A few boxes marked as ? are placed between walls. When you click on one box with the help of the button E , it determines what is inside. When you click on the box, the result of what is inside the box is set randomly, which can be either +5 seconds, -4 seconds, or charge for the next wall. Every time a level appears, each box can exist with the probability of 60%.## My ship has been returned. The review indicated that my GitHub release did not include an executable file, therefore voters were unable to play the game. That’s true that a .py file is not considered a game by anyone who does not have Python installed. Now I am addressing this issue by using PyInstaller to convert the game into Windows .exe file and adding it to the release. One thing I had to deal with is that packaged game runs from temporary folder and as a result my high score file gets lost every time I run the game. Now it saves in the same folder as the exe file. Conclusion: If someone has to install anything in order to play your game, most likely, they won’t. Deliver your application the way it can be launched with a single click. What is next Complete the release and resubmit it, then let someone else who has never seen the game play it."}, {"post_id": 79443, "ts": "2026-10-14T00:43:15Z", "hours": 6.3511, "text": "Devlog #4 — the walls are real now, and so is the spooky action We launched the project and moved forward. This sprint has completely redesigned the game dynamics. Walls that block Before this point players have only walked through barriers as there was no penalty for tunneling. Now the player collides with walls. If you want to pass the wall, you must use tunneling which will cost you some time and potentially break your chain. Entanglement that works My previous iteration of entangled pairs was useless. It only changed the level of difficulty of the partner. With solid walls the simulation did not vary on every run and many pairs did the same thing. Therefore I had to write it again. the barriers of the same shape are paired randomly during every run when you free a barrier at any point of charge the partner barrier inherits that charge . Mirror pairs have the same charge and their partners receive it as well.-The observer lock does not send anything to the partner as forced collapse does not provide any signal. So the order in which you pair now becomes an important decision to make. The secret is stored in a non-versioned .env file, which has a .env.example alongside in the repository. Now the splash screen features an animated “asking Groq…” message that only goes away once the actual answer provided. ## Quantum phantom The phantom version of the player appears at a random location, moves through the walls in your direction. The passed wall receives a slight charge. This idea stemmed from ChatGPT, although the first version worked infrequently because it required the ghost to be only up to 24x away from the center of the wall. However, walls can be as wide as 140px, so I made changes to the spawning position of the ghost. The failure of watching seems different now Now watching an obstacle and failing does not shake the screen as before. A light freezing-blue light appears instead of shaking the screen since the failure is actually caused by you.## Bugs that caused me trouble The ghost class malfunctioned in three different ways: one instance is code at a class level, where there’s no self , second is using camera.x instead of camera_x and third is missing out .choice from random([-1, 1]) . I misspelled the name of the environment variable with GRQO_API_KEY , causing the game to return “no key found” no matter what action was taken. The title screen was stuck on “checking” forever, as the timer never progressed during that time. Finally, I experienced a fallback trivia answer being set to index 0, which was incorrect. There was a bug when restarting, as the barrier I was standing on before the timer ran out persisted through the next run. The trends are clear: while everything works smoothly, bugs persist every time there’s a reset or an edge case. What I’m planning next Cleaning up the code and improving the decoherence timer."}, {"post_id": 77502, "ts": "2026-10-07T08:13:58Z", "hours": 3.0575, "text": "Devlog #3 - A Video Game Is All Out Judging You by Looking at It The last part was less about “building walls” and more about “bring the physics into play.” Three legitimate quantum concepts converted into game mechanics together with front gates and sound. Observer Effect (the unique one) Press O during charging and the game discloses the real probability of passing the tunnel. The only problem is that if you look at the wall, it means that it has already turned into a wall, so you cannot succeed anyway. Even the slightest observer activity while charging means you cannot reach your goal. The moment you look at a wall, it acquires a flat gray color, which allows you to see the process happening. Decoherence (yes, it is once again my research) If you keep the wall under full charge for too long, decoherence happens. It turns dark purple, a time counter appears, and at about 1.2 seconds later it collapses, meaning your attempt is wasted, the screen shaking and your counter being reset. Front Door The game currently has a door in the front. It is now fitted with a proper title screen that is complete with first controls, allowing one who hadn’t ever played the game to start without the presenter’s assistance. No operation can take place until a button is pressed, and the stopwatch doesn’t start until a button is pressed. Audio All audio signals are produced using code and NumPy. The sounds emitted are: A rising tone for success A falling tone for failure A flat tone for looking at the failure A long falling tone for decoherence It was done intentionally to make all failure sounds sound different because they have different meanings. Colors Now all the on-screen text is written in proper colors, not dark blue-grey but bright cyan, yellow, violet, and green instead. All pieces of information appeared to be readable at a glance, and each type of information has its unique appearance. Here Are My Fails This Time The guard has been in the wrong place. I put in the check on the barrier charging, but instead of putting the check when the key gets released, I put it when the key gets pressed, leading to the failure of the barrier charging and changing color. An else statement that followed a wrong if . The program crashed with a NameError because the variable existed only on the path that had not been executed. A timer that got stuck. It stopped counting as soon as I added the title screen to the game. The parenthesis in the purple shade blend that could have made the game crash with the very first barrier being charged. The streak that became 1.0 , then 2.0 , and so on. The mistake here is that I made it zero instead of dropping the decimal point. The same trend: the happy path always works, the errors occur on the borderline. What Follows Playing the game, tuning up the decoherence timer, and getting the game out."}, {"post_id": 76037, "ts": "2026-10-02T04:40:38Z", "hours": 3.0006, "text": "##Devlog ##2 – A transition from “two walls in a void” to genuine gameplay After just 3 hours of development, the game is transitioning from a tech demo into an actual game. Here is an outline of what has been accomplished. The Juice Mechanic Portal swirl – a circular motion of particles going around the barrier which spins faster, the more strength is used. A minute of debugging time was required as all dots were stacking together – I didn’t use the separate angle of every dot! Success/fail flashes – a green glow while going through the wall and red if the wall is impenetrable, offering the feedback after successfully completing an action instead of just allowing it to fail without any acknowledgement of it. Screen shake on fail – even after failure the player feels the impact and knows about the failure instead of experiencing a total silence. Squash and stretch – the player stretches for a little while while moving through the wall, following a basic animation principle. Making the physics unpredictable for real The speed of charge and “height” of barriers are now re-rolled after each attempt instead of using fixed values. The game does not allow you to memorize the correct timing (like “holding for 1.4 seconds = guaranteed tunnel”) — it requires you to track the live readout for P(tunnel) every time. The solution feels appropriate for something connected with quantum mechanics, as certainty is not an aim. Moving from the sandbox to real levels 5-barrier gauntlet as opposed to the fixed 2 test walls with the width that is changing in a bigger range. Scrolling camera so there is a chance to make the world bigger than the screen. The camera position is derived from the world one, which makes possible separating “world position” (used for all the logic) from “screen position” (used only for drawing). World limits so it is impossible for the player just to walk away into infinite empty space. The camera and the player are clamped at the end now with “the end of the line” message. Creating a game that you can actually lose Timed run — random duration for each session (nothing is left out of the randomness of the concept), race to accumulate tunnels before the time runs out Restart — press P (as opposed to R because why should we make it easier) and replay without restarting the script Streak system — number of consecutive wins would create the multiplier, any loss resets the count back to zero and also a separate best streak record Problems I encountered in this session Firstly, using two elifs consecutively that reference the same event type caused the second elif to be impossible to execute. Surprisingly, I had done this exact mistake two times in one session. Another issue was a snippet of code that was expected to run in its own right, but instead remained inside if active_barrier. This unintentionally meant that an entire portion of the game over screen would not work unless the character was next to the wall when time ended. It seemed to be a random invisible text bug for too long. Moreover, I made an indentation error that unintentionally disabled four lines of code after running only once. Each of these problems was an easy fix once I found them, but it took me a while to do that because testing included edge case scenarios (standing on empty space, failing deliberately, etc.) instead of just getting through the easy way. Plans for future improvement I am currently considering adding a question system (a few trivia questions about physics to answer during the charge process) and developing instructions screen to enable players to learn how to play this game even if they never played."}, {"post_id": 75063, "ts": "2026-09-29T01:14:04Z", "hours": 3.0606, "text": "Devlog #1 — quantum tunneling but make it a platformer ok so new Stardance project is cooking 🫡instaed of mario vibes,it would be tunneling, and it’s actually based on real quantum physics not just vibes wanted to build in Godot but again the same probelm so pivoted to Python + Pygame in VS Code. mildly annoying but also meant I built literally everything from scratch, and this time no indenatation mistake dropped significantly. The mechanic Hold SPACE near a wall to charge up, let go to attempt the tunnel. It’s an actual dice roll based on a simplified quantum tunneling formula — more charge = better odds, thicker wall = worse odds, and it’s capped 2%–98% so nothing’s ever a guaranteed W or L. Respect the uncertainty principle 🙏 T = exp(-2 × width × sqrt(barrier_height - energy)) What’s live rn Charge/attempt state machine per barrier Barrier glows peaceful blue to mild red as you charge (very “i am becoming unstable” energy) Green flash = you made it, red flash = physics said no Two barriers, different thickness, so you can feel the difference Debug numbers on screen so I could actually verify the math wasn’t lying to me Bugs i faced and fixed A font size that needed to be a whole number, not a decimal A method that got trapped inside init and ceased to exist An elif chain checking the same condition twice, so half my code was unreachable A variable I used one frame before it was born Certified skill issue moments, but each one taught me something real. Next up Portal swirl effects (going full Doraemon time-machine-drawer aesthetic), then an actual level instead of two test walls in a void."}]...
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Title: quantum-tunneling by @Rishav | Stardance
D Title: quantum-tunneling by @Rishav | Stardance
Devlogs:
Devlog #1 — quantum tunneling but make it a platformer ok so new Stardance project is cooking 🫡instaed of mario vibes,it would be tunneling, and it’s actually based on real quantum physics not just vibes wanted to build in Godot but again the same probelm so pivoted to Python + Pygame in VS Code. mildly annoying but also meant I built literally everything from scratch, and this time no indenatation mistake dropped significantly. The mechanic Hold SPACE near a wall to charge up, let go to attempt the tunnel. It’s an actual dice roll based on a simplified quantum tunneling formula — more charge = better odds, thicker wall = worse odds, and it’s capped 2%–98% so nothing’s ever a guaranteed W or L. Respect the uncertainty principle 🙏 T = exp(-2 × width × sqrt(barrier_height - energy)) What’s live rn Charge/attempt state machine per barrier Barrier glows peaceful blue to mild red as you charge (very “i am becoming unstable” energy) Green flash = you made it, red flash = physics said no Two barriers, different thickness, so you can feel the difference Debug numbers on screen so I could actually verify the math wasn’t lying to me Bugs i faced and fixed A font size that needed to be a whole number, not a decimal A method that got trapped inside init and ceased to exist An elif chain checking the same condition twice, so half my code was unreachable A variable I used one frame before it was born Certified skill issue moments, but each one taught me something real. Next up Portal swirl effects (going full Doraemon time-machine-drawer aesthetic), then an actual level instead of two test walls in a void.
##Devlog ##2 – A transition from “two walls in a void” to genuine gameplay After just 3 hours of development, the game is transitioning from a tech demo into an actual game. Here is an outline of what has been accomplished. The Juice Mechanic Portal swirl – a circular motion of particles going around the barrier which spins faster, the more strength is used. A minute of debugging time was required as all dots were stacking together – I didn’t use the separate angle of every dot! Success/fail flashes – a green glow while going through the wall and red if the wall is impenetrable, offering the feedback after successfully completing an action instead of just allowing it to fail without any acknowledgement of it. Screen shake on fail – even after failure the player feels the impact and knows about the failure instead of experiencing a total silence. Squash and stretch – the player stretches for a little while while moving through the wall, following a basic animation principle. Making the physics unpredictable for real The speed of charge and “height” of barriers are now re-rolled after each attempt instead of using fixed values. The game does not allow you to memorize the correct timing (like “holding for 1.4 seconds = guaranteed tunnel”) — it requires you to track the live readout for P(tunnel) every time. The solution feels appropriate for something connected with quantum mechanics, as certainty is not an aim. Moving from the sandbox to real levels 5-barrier gauntlet as opposed to the fixed 2 test walls with the width that is changing in a bigger range. Scrolling camera so there is a chance to make the world bigger than the screen. The camera position is derived from the world one, which makes possible separating “world position” (used for all the logic) from “screen position” (used only for drawing). World limits so it is impossible for the player just to walk away into infinite empty space. The camera and the player are clamped at the end now with “the end of the line” message. Creating a game that you can actually lose Timed run — random duration for each session (nothing is left out of the randomness of the concept), race to accumulate tunnels before the time runs out Restart — press P (as opposed to R because why should we make it easier) and replay without restarting the script Streak system — number of consecutive wins would create the multiplier, any loss resets the count back to zero and also a separate best streak record Problems I encountered in this session Firstly, using two elifs consecutively that reference the same event type caused the second elif to be impossible to execute. Surprisingly, I had done this exact mistake two times in one session. Another issue was a snippet of code that was expected to run in its own right, but instead remained inside if active_barrier. This unintentionally meant that an entire portion of the game over screen would not work unless the character was next to the wall when time ended. It seemed to be a random invisible text bug for too long. Moreover, I made an indentation error that unintentionally disabled four lines of code after running only once. Each of these problems was an easy fix once I found them, but it took me a while to do that because testing included edge case scenarios (standing on empty space, failing deliberately, etc.) instead of just getting through the easy way. Plans for future improvement I am currently considering adding a question system (a few trivia questions about physics to answer during the charge process) and developing instructions screen to enable players to learn how to play this game even if they never played.
Devlog #3 - A Video Game Is All Out Judging You by Looking at It The last part was less about “building walls” and more about “bring the physics into play.” Three legitimate quantum concepts converted into game mechanics together with front gates and sound. Observer Effect (the unique one) Press O during charging and the game discloses the real probability of passing the tunnel. The only problem is that if you look at the wall, it means that it has already turned into a wall, so you cannot succeed anyway. Even the slightest observer activity while charging means you cannot reach your goal. The moment you look at a wall, it acquires a flat gray color, which allows you to see the process happening. Decoherence (yes, it is once again my research) If you keep the wall under full charge for too long, decoherence happens. It turns dark purple, a time counter appears, and at about 1.2 seconds later it collapses, meaning your attempt is wasted, the screen shaking and your counter being reset. Front Door The game currently has a door in the front. It is now fitted with a proper title screen that is complete with first controls, allowing one who hadn’t ever played the game to start without the presenter’s assistance. No operation can take place until a button is pressed, and the stopwatch doesn’t start until a button is pressed. Audio All audio signals are produced using code and NumPy. The sounds emitted are: A rising tone for success A falling tone for failure A flat tone for looking at the failure A long falling tone for decoherence It was done intentionally to make all failure sounds sound different because they have different meanings. Colors Now all the on-screen text is written in proper colors, not dark blue-grey but bright cyan, yellow, violet, and green instead. All pieces of information appeared to be readable at a glance, and each type of information has its unique appearance. Here Are My Fails This Time The guard has been in the wrong place. I put in the check on the barrier charging, but instead of putting the check when the key gets released, I put it when the key gets pressed, leading to the failure of the barrier charging and changing color. An else statement that followed a wrong if . The program crashed with a NameError because the variable existed only on the path that had not been executed. A timer that got stuck. It stopped counting as soon as I added the title screen to the game. The parenthesis in the purple shade blend that could have made the game crash with the very first barrier being charged. The streak that became 1.0 , then 2.0 , and so on. The mistake here is that I made it zero instead of dropping the decimal point. The same trend: the happy path always works, the errors occur on the borderline. What Follows Playing the game, tuning up the decoherence timer, and getting the game out.
Devlog #4 — the walls are real now, and so is the spooky action We launched the project and moved forward. This sprint has completely redesigned the game dynamics. Walls that block Before this point players have only walked through barriers as there was no penalty for tunneling. Now the player collides with walls. If you want to pass the wall, you must use tunneling which will cost you some time and potentially break your chain. Entanglement that works My previous iteration of entangled pairs was useless. It only changed the level of difficulty of the partner. With solid walls the simulation did not vary on every run and many pairs did the same thing. Therefore I had to write it again. the barriers of the same shape are paired randomly during every run when you free a barrier at any point of charge the partner barrier inherits that charge . Mirror pairs have the same charge and their partners receive it as well.-The observer lock does not send anything to the partner as forced collapse does not provide any signal. So the order in which you pair now becomes an important decision to make. The secret is stored in a non-versioned .env file, which has a .env.example alongside in the repository. Now the splash screen features an animated “asking Groq…” message that only goes away once the actual answer provided. ## Quantum phantom The phantom version of the player appears at a random location, moves through the walls in your direction. The passed wall receives a slight charge. This idea stemmed from ChatGPT, although the first version worked infrequently because it required the ghost to be only up to 24x away from the center of the wall. However, walls can be as wide as 140px, so I made changes to the spawning position of the ghost. The failure of watching seems different now Now watching an obstacle and failing does not shake the screen as before. A light freezing-blue light appears instead of shaking the screen since the failure is actually caused by you.## Bugs that caused me trouble The ghost class malfunctioned in three different ways: one instance is code at a class level, where there’s no self , second is using camera.x instead of camera_x and third is missing out .choice from random([-1, 1]) . I misspelled the name of the environment variable with GRQO_API_KEY , causing the game to return “no key found” no matter what action was taken. The title screen was stuck on “checking” forever, as the timer never progressed during that time. Finally, I experienced a fallback trivia answer being set to index 0, which was incorrect. There was a bug when restarting, as the barrier I was standing on before the timer ran out persisted through the next run. The trends are clear: while everything works smoothly, bugs persist every time there’s a reset or an edge case. What I’m planning next Cleaning up the code and improving the decoherence timer.
Devlog #5 - Revision phase, mystery boxes and making the game functional Devlog #4 described the big update regarding gameplay mechanics. This time, it is now about making the game fair, replayable and download-friendly. Balancing phase After analyzing the numbers, I found an issue: the height of the barrier can go as high as 2.0 but the maximum energy level is 1.4. Thus, some barriers are literally invincible because it is impossible to break through them no matter how well the player performs. The charge speed also varied from “almost 7 seconds” to “instant charging”, leading to different results every time. I have put all the variables related to gameplay in one line, so the process of making the game better became much easier.## Highest score The top score is stored in a small file, which allows it to persist even after you exit the game. The welcome screen displays the score, and if you lose, it says “NEW HIGH SCORE!” on the game over screen. The record is present in the repository, so my score won’t overwrite anybody else’s. Sound for everything The ghost, answers in trivia, and entangled transfers didn’t have any sounds. I have added sounds: a sound of the ghost appearing with a whoosh, a sound of a correct answer rising in pitch, the sound of a wrong answer producing low frequency buzz, and a beep sound of a partner barrier charging. All sounds are produced in code without using audio files. Schrödinger boxes A few boxes marked as ? are placed between walls. When you click on one box with the help of the button E , it determines what is inside. When you click on the box, the result of what is inside the box is set randomly, which can be either +5 seconds, -4 seconds, or charge for the next wall. Every time a level appears, each box can exist with the probability of 60%.## My ship has been returned. The review indicated that my GitHub release did not include an executable file, therefore voters were unable to play the game. That’s true that a .py file is not considered a game by anyone who does not have Python installed. Now I am addressing this issue by using PyInstaller to convert the game into Windows .exe file and adding it to the release. One thing I had to deal with is that packaged game runs from temporary folder and as a result my high score file gets lost every time I run the game. Now it saves in the same folder as the exe file. Conclusion: If someone has to install anything in order to play your game, most likely, they won’t. Deliver your application the way it can be launched with a single click. What is next Complete the release and resubmit it, then let someone else who has never seen the game play it.
#Development-Log #6 - The wall counters attacks I have resumed working on new features as the execution file and the game were successfully submitted. Three new mechanics were introduced and the last one is a boss. Resonant tunneling The maximum charge used to be the ultimate solution to every wall situation but not anymore. Now, there is a secret hidden charge point behind every wall. If you release the charge near it, then the success percentage goes to around 95%, which explains the process of resonance tunneling in real devices with double barriers. The transmission through barriers increases at certain energies but not as it has been until now (increasing). The problem is that the charge point is not observable. If you press O , you see the wall with the flashing charge indicator. Due to this action, you will lose one chance, which is unfair. Still, you will have the knowledge that can be applied the next time you encounter the wall.## Wave position Tap Q to shift into the wave position. While in this form, you move at half speed and can pass through thin walls; however, you can’t charge while in this state. Press Q again to revert to being a particle, something you can’t do while inside a wall, creating a real choice between the explorer path or speedier route. Title screen, rephrased The previously written title screen had become obsolete due to the new controls, so I had to rewrite it as a loop containing various lines. Now, to introduce a new control, all I have to do is add just one line instead of a physically placing the lines.## Boss wall The last wall is a boss. It’s wide and has three layers : Each successful tunnel peels one layer and the wall physically shrinks, from 180px to 120px to 60px, then it’s gone. A failed attempt makes it regenerate , and all three layers come back. You need three tunnels in a row. Observing it never heals it, so you can scout the sweet spot safely. Beating it gives +10 score and +10 seconds. It’s the one wall that doesn’t get entangled with another. A wide wall’s normal odds are tiny, so the boss is really a test of whether you learned resonance. Finding the sweet spot is how you beat it. It’s still on its own branch so the shipped version stays untouched while the review runs.## Mistakes I made I mistakenly entered a line of code meant for a loop into a class method, thus when the game launched, it crashed because the variable was undefined there. I referenced an audio file that had not been defined, which caused the game to crash with the first incorrect trivia question answer. The code related to the boss wall contained four errors at once: self_defeated instead of self.defeated , pygame.draw_rect instead of pygame.draw.rect , is defeated instead of .defeated , and boss_msg_timer instead of box_msg_timer . Each of these errors made the game crash only when their line was executed, so I identified them one by one at each launch of the game. Next time I will run pyflakes first because it is able to find and let know about errors and mistakes before I actually run the game. I pushed the boss wall code into the main branch instead of an appropriate branch. Although I was lucky, because I made the branch after committing the document, I make sure I run the command git branch before committing it next time.
Ships:
I went ahead and created a game called Doraemon’s Quantum Tunnel, which incorporates quantum tunneling into physics. When a player is close to a barrier, they must try to pass through it, using the quantum tunneling equation to calculate the ability to do so. I’ve also used two more concepts in the game: the observer effect and decoherence. Moreover, I added a five-barrier position-race, streaks, shaking visuals, audio programming, and a complete title screen. The real challenge was making sure that all these mechanisms work together in harmony. At times, I was in situations where the regular path of following procedures was working fine, while the edge cases were making the game unusable. Timers would freeze, steps would become unreachable, and variables would only be accessible on a certain execution path. I even made one ill-placed parentheses that would have completely ruined the game experience. The thing I’m most proud of is that I’ve made a game about quantum physics. But rather than just making a game based on quantum physics concepts, I meant to reflect those physics in terms of gameplay. To test it, use the arrow keys to move around, press Space to charge, O to observe, and P to restart. You should try failing on purpose, observing a barrier, and leaving it charged for too long. Additionally, we would appreciate any bug reports as all the bugs are basically my unpaid testers....
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1793422391.477323
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1793508791.477323
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65266
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dragon by @Eveykay | Stardance
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Eveykay
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1
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3.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T22:52:11Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Terry my animatronic dragon. I started him shortly before joining stardance and I think the most difficult part was the jaw. Im still trying to figure out stardance works but I hope everyone else loves terry as much as I do!", "repo": "https://github.com/EveyKay/dragon", "demo": ""}]...
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[{"post_id": 73766, "ts": "202 [{"post_id": 73766, "ts": "2026-09-25T21:49:09Z", "hours": 0.36, "text": "I added more sound animations!"}, {"post_id": 73305, "ts": "2026-09-24T20:15:10Z", "hours": 2.0083, "text": "I add more animations and a nose"}, {"post_id": 73004, "ts": "2026-09-24T06:20:08Z", "hours": 1.0431, "text": "Im making a robot dragon! His name is Terry, i just switch his brain from an uno to and esp32."}]...
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Title: dragon by @Eveykay | Stardance
Devlogs:
Im Title: dragon by @Eveykay | Stardance
Devlogs:
Im making a robot dragon! His name is Terry, i just switch his brain from an uno to and esp32.
I add more animations and a nose
I added more sound animations!
Ships:
This is Terry my animatronic dragon. I started him shortly before joining stardance and I think the most difficult part was the jaw. Im still trying to figure out stardance works but I hope everyone else loves terry as much as I do!...
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1793422392.7029614
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1793508792.7029614
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65267
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My awesome macropad! by @Mrrobot | Stardance
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Mrrobot
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Mrrobot | Stardanc Title: My awesome macropad! by @Mrrobot | Stardance...
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1793084209.3864036
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1793689009.3864036
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65268
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PrivateOS by @suvrathkesaraju | Stardance
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suvrathkesaraju
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1
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10.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T20:55:24Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Private OS! an WEBos thats made to run things locally! Features A desktop enviroment with the abilty to open cand close windows(open by clicking on the app dock item and close using the red circle on the corners of windows) A top bar features a live time in AM/PM format! top bar also features a battery widget but it only works in chromium based browsers (no Tor or Firefox based browsers including but not limited to brave and zen) an appdock that lets you open an app by clicking on the apps icon A notes app that lets you write down plain text and download said plain text so you can keep it on you Hard Drive -A audio player that elts you add your audio file(mp3, wav, etc) and play it back", "repo": "https://github.com/suvrathkesaraju-lgtm/PrivateOS", "demo": "https://suvrathkesaraju-lgtm.github.io/PrivateOS/"}]...
|
[{"post_id": 74173, "ts": "202 [{"post_id": 74173, "ts": "2026-09-26T20:47:17Z", "hours": 0.2692, "text": "Added a README.md and thats about it"}, {"post_id": 74166, "ts": "2026-09-26T20:24:46Z", "hours": 1.4481, "text": "I added a music player app! -new music player app -plays local music files that you give -includes playback controls -does not save your file!!! this part was very challenging when it came to css more than the script the script wasnt easy but i had a good tutorial on youtube that made it so i could quickly make the script part. the css on the otherhand i couldnt just copy from the video and it made sure i had a rough time lol. I spent a sold 20 minutes thinking my seek bar was gone just to realize it was hidden behind another element. anyways im gonna write the read me and ship it soon!"}, {"post_id": 74112, "ts": "2026-09-26T18:21:10Z", "hours": 4.7419, "text": "So i accidentally made this a new project even though it was a restart so i had to do some relinking anwyays heres the 2 dev logs that got deleted as collateral damage of my poor setup ………………………………………………………………………………………………………………………… Restarted Project i was tired for my first attempt at an OS so i gave it a second go (and i wanted to get it rated instead of as a mission) -I made afunctional top bar that updates time realtime -added a battery widget in the top bar that tracks battery -added a dock at the bottom(not been pushed to github yet) -added a notes app(in progress & not been pushed to github) unlike my last attempt this time i seperated all my files my script, css, and html! this not only made it easier to read, it also amde it easier to edit and made this iteration much faster to implement than the last where it took me almost 4 hours to get to the same point! while i was working on my dock on the bottom i noticed that using transform: translate(-50%, -50%) that the dock was always may pixels above the bottom even when “bottom: 0%” so i edited. i didnt realize that the culprit was was the transform and spent 20 minutes before i finally igured out hwo to fix it and changed it to translate(-50%, -10%). ………………………………………………………………………………………………………………………… I added a draggable windows and the first app which is a notes app! -fixed off center time -added app dock that functions -made a functioning notes app -added draggable windows -added closable windows during this session i had one big problem i spent an hour fixing it. it was the save notes button which i added an onclick to but when i did so nothing happened. i thought the logic was wrong and proceeded to spend an hour trying to fix it but after words i noticed that i forgot to type function before the initializing the function and just wrote the function name. I was pretty frustrated at how simple the fix was and now i feel like i lost an hour of my life Lol. ………………………………………………………………………………………………………………………… anyways the project can be tested on github pages!"}, {"post_id": 73792, "ts": "2026-09-26T00:27:07Z", "hours": 1.3786, "text": "I mainly spent my time revamping the UI and adding window dragging! Changes: Swapped the Wallpaper Added Window Dragging and closing Swapped Color Pallette made UI less ‘floaty’ i spent around ~30 minutes to get the windows to drag and ~15 minutes to close them using java script which was not too hard! unfortunately i still struggle with CSS since while i was making it i noticed that there was a scrollbar at the bottom and the page was wider than the screen. I started off trying to fix it by moving the weather checker(which i still have to make function) more inward but that didn’t give much results, so i tried to change the whole body and set a certain width but that made it worse. after around ~50 minutes i tried changing the top bar’s width from 100% down and that fixed it i used trial and error to find the perfect percent before i get a scroll bar as 99.275%."}, {"post_id": 73762, "ts": "2026-09-25T21:35:08Z", "hours": 2.4078, "text": "I started the project! -created the index -added a wallpaper -added a welcome screen -added a top bar -added static time -added my current weather(i will try to create live weather next update) -made windows translucent The first part was going fine until i had to add the image for the music logo onto the welcome! i made the mistake of trying to use position absolute which took the image out of the div which made me lose ~45 minutes of time before i realized that the “position: absolute;” only works on the child so i then i went digging online to find that the best way to do it is to set “display: block; margin: 0 auto;” in style for the image!"}]...
|
Title: PrivateOS by @suvrathkesaraju | Stardance
Title: PrivateOS by @suvrathkesaraju | Stardance
Devlogs:
I started the project! -created the index -added a wallpaper -added a welcome screen -added a top bar -added static time -added my current weather(i will try to create live weather next update) -made windows translucent The first part was going fine until i had to add the image for the music logo onto the welcome! i made the mistake of trying to use position absolute which took the image out of the div which made me lose ~45 minutes of time before i realized that the “position: absolute;” only works on the child so i then i went digging online to find that the best way to do it is to set “display: block; margin: 0 auto;” in style for the image!
I mainly spent my time revamping the UI and adding window dragging! Changes: Swapped the Wallpaper Added Window Dragging and closing Swapped Color Pallette made UI less ‘floaty’ i spent around ~30 minutes to get the windows to drag and ~15 minutes to close them using java script which was not too hard! unfortunately i still struggle with CSS since while i was making it i noticed that there was a scrollbar at the bottom and the page was wider than the screen. I started off trying to fix it by moving the weather checker(which i still have to make function) more inward but that didn’t give much results, so i tried to change the whole body and set a certain width but that made it worse. after around ~50 minutes i tried changing the top bar’s width from 100% down and that fixed it i used trial and error to find the perfect percent before i get a scroll bar as 99.275%.
So i accidentally made this a new project even though it was a restart so i had to do some relinking anwyays heres the 2 dev logs that got deleted as collateral damage of my poor setup ………………………………………………………………………………………………………………………… Restarted Project i was tired for my first attempt at an OS so i gave it a second go (and i wanted to get it rated instead of as a mission) -I made afunctional top bar that updates time realtime -added a battery widget in the top bar that tracks battery -added a dock at the bottom(not been pushed to github yet) -added a notes app(in progress & not been pushed to github) unlike my last attempt this time i seperated all my files my script, css, and html! this not only made it easier to read, it also amde it easier to edit and made this iteration much faster to implement than the last where it took me almost 4 hours to get to the same point! while i was working on my dock on the bottom i noticed that using transform: translate(-50%, -50%) that the dock was always may pixels above the bottom even when “bottom: 0%” so i edited. i didnt realize that the culprit was was the transform and spent 20 minutes before i finally igured out hwo to fix it and changed it to translate(-50%, -10%). ………………………………………………………………………………………………………………………… I added a draggable windows and the first app which is a notes app! -fixed off center time -added app dock that functions -made a functioning notes app -added draggable windows -added closable windows during this session i had one big problem i spent an hour fixing it. it was the save notes button which i added an onclick to but when i did so nothing happened. i thought the logic was wrong and proceeded to spend an hour trying to fix it but after words i noticed that i forgot to type function before the initializing the function and just wrote the function name. I was pretty frustrated at how simple the fix was and now i feel like i lost an hour of my life Lol. ………………………………………………………………………………………………………………………… anyways the project can be tested on github pages!
I added a music player app! -new music player app -plays local music files that you give -includes playback controls -does not save your file!!! this part was very challenging when it came to css more than the script the script wasnt easy but i had a good tutorial on youtube that made it so i could quickly make the script part. the css on the otherhand i couldnt just copy from the video and it made sure i had a rough time lol. I spent a sold 20 minutes thinking my seek bar was gone just to realize it was hidden behind another element. anyways im gonna write the read me and ship it soon!
Added a README.md and thats about it
Ships:
Private OS! an WEBos thats made to run things locally! Features A desktop enviroment with the abilty to open cand close windows(open by clicking on the app dock item and close using the red circle on the corners of windows) A top bar features a live time in AM/PM format! top bar also features a battery widget but it only works in chromium based browsers (no Tor or Firefox based browsers including but not limited to brave and zen) an appdock that lets you open an app by clicking on the apps icon A notes app that lets you write down plain text and download said plain text so you can keep it on you Hard Drive -A audio player that elts you add your audio file(mp3, wav, etc) and play it back...
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1793422395.4202168
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1793508795.4202168
|
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65269
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Untitled project by @ritum_prabhar | Stardance
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ritum_prabhar
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @ritum_prabhar | Starda Title: Untitled project by @ritum_prabhar | Stardance...
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1793084210.2555773
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1793689010.2555773
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65270
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wack a mole by @MaybeKiya | Stardance
|
MaybeKiya
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0
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1.05
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0
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[]
|
[{"post_id": 75094, "ts": "202 [{"post_id": 75094, "ts": "2026-09-29T04:15:31Z", "hours": 1.0514, "text": "wack a mouse/ today i worked on changing the backgrond from green to pink"}]...
|
Title: wack a mole by @MaybeKiya | Stardance
Devl Title: wack a mole by @MaybeKiya | Stardance
Devlogs:
wack a mouse/ today i worked on changing the backgrond from green to pink...
|
1793084212.3334022
|
1793689012.3334022
|
|
65271
|
My awesome macropad! by @Abdulrabb | Stardance
|
Abdulrabb
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @Abdulrabb | Starda Title: My awesome macropad! by @Abdulrabb | Stardance...
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1793084214.0669131
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1793689014.0669131
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65272
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TrollBound>_< by @akshay369 | Stardance
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akshay369
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2
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34.0
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239
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T08:36:29Z", "hours": 22.0, "multiplier": 11.01, "payout": 239, "blessing": "neutral", "text": "READ THIS !! ––––––––––– Guys I finally Completed the TROLLBOUND. This ship included more levels, sound effects, persistent storage and many more. Each level is unique and most of the levels cannot be completed in the first try and that’s makes this game an another experience. You think “I figured out the game”, the game says : “No you didn’t figured it out fully”. That makes this game unique. As said this game is inspired from the famous game Level Devil. I spend hours to make each level , and to make each level unique, I have to research a lot, how to make things work like that. That mean I have put a lot of effort into this. So I expect nice ratings and reviews from you guys, please do not disappoint me because I spend 33 hours for this project , guys. AI USAGE I used AI only for learning things and how to make things work like when the player into ceiling, we need to reverse the gravity, For that things I seek help from AI(Concept only, all code is written by me). And of course for debugging when I am stuck with a bug. Thankyou. Hope you like this project.", "repo": "https://github.com/akshaykpillai369-max/trollbound", "demo": "https://akshay369.itch.io/trollbound"}, {"ship_num": 2, "ts": "2026-09-29T04:45:54Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Trollbound. It is a short, trap-filled 2D game inspired from the famous game “LEVEL DEVIL”. The objective is simple, reach the door. But the levels does not allow you to reach it simply. There are traps in every step, so stay alert. Sometimes, it seems like game have bugs, but it does’nt. They are just traps😏. The challenging part is ofcourse making assets , it is very hard to make assets. I am proud that I able to make this game in Godot. It takes more than usual around 12 hours just for 2 levels. So try this game. And try not to get fooled, lol😂", "repo": "https://github.com/akshaykpillai369-max/trollbound", "demo": "https://akshay369.itch.io/trollbound"}]...
|
[{"post_id": 77500, "ts": "202 [{"post_id": 77500, "ts": "2026-10-07T08:04:40Z", "hours": 2.2375, "text": "Guys, Trollbound is completed. Level 12 is also done. Thanks to the peers who commented, liked and supported me in this project. Now I am gonna ship this . Have a Nice day guys."}, {"post_id": 77475, "ts": "2026-10-07T04:42:48Z", "hours": 1.8331, "text": "Level 11 added! Easy level, right?"}, {"post_id": 77265, "ts": "2026-10-06T11:02:54Z", "hours": 2.3942, "text": "Level 10 competed, as said in the previous devlog, this is very hard because there is trap in each step, so take every step carefully otherwise you gonna die😂😂"}, {"post_id": 77236, "ts": "2026-10-06T07:05:02Z", "hours": 1.4597, "text": "Level 9 is done. It is kinda easy guys. But level 10 gonna be a banger😏."}, {"post_id": 77066, "ts": "2026-10-05T15:12:00Z", "hours": 0.8311, "text": "Level 8 is done now guys. It is little harder than the level 7."}, {"post_id": 77007, "ts": "2026-10-05T10:45:59Z", "hours": 0.3469, "text": "Started working on level 8"}, {"post_id": 77003, "ts": "2026-10-05T10:19:30Z", "hours": 1.0689, "text": "Now completed level 7. This is pretty easy game as compared to previous. Enjoy it😂"}, {"post_id": 76967, "ts": "2026-10-05T07:15:56Z", "hours": 1.8803, "text": "Now completed Level 6. Guys, honestly, planning each level is so hard because we have to add something new in each level and think from the user side. So what I am saying is if you have any types of traps in mind, please share it in the comments"}, {"post_id": 76937, "ts": "2026-10-05T04:06:23Z", "hours": 0.8161, "text": "Now I added some improvements to the gameplay, now in the winscreen or death screen , you able to go to main menu. The major feature now added is persistent gameplay that is now your gameplay progress will survive the restart. Guys, I had a qn does a button that redirects to level selection menu is needed in the death/win screen. Or this main menu is enough . please share your thoughts about this in the comments. That’s all for this devlog. See you in the next one ^_^"}, {"post_id": 76918, "ts": "2026-10-05T02:30:31Z", "hours": 0.3289, "text": "When testing the all levels. I find a weird thing. In level 5 there is actually two ways to win. One is easy and one is hard. Instead of fixing that, I am gonna say, guys it’s a director brilliance, lol 😂😂"}, {"post_id": 76766, "ts": "2026-10-04T15:03:34Z", "hours": 2.1922, "text": "Level 5 is done. It takes me a lot of time to complete the level 5 compared to previous because it is more complex that other level, but the gameplay is simple actually once we figure it out😂😂. The gravity changing is the complex part. I am not explaining because it may affect your experience with game."}, {"post_id": 76663, "ts": "2026-10-04T09:25:52Z", "hours": 1.1242, "text": "Now added level selection, pause menu, and pause button"}, {"post_id": 76611, "ts": "2026-10-04T05:12:07Z", "hours": 1.5197, "text": "Level 4 is completed. I am pretty sure if you play level 4, then you are going to be mad💯😂 because it is that much tricky. I am damn sure you are going to curse me after playing the level 4😂."}, {"post_id": 76590, "ts": "2026-10-04T02:47:48Z", "hours": 0.2706, "text": "Now added death sound, door opening sound, jump(already sound is there), platform drop sound and much more…."}, {"post_id": 76379, "ts": "2026-10-03T10:45:40Z", "hours": 1.2008, "text": "Guys Now added settings in the main menu and added main menu music and level music. Here is the quick demo. In the demo video there is echo. Please forgive me for that"}, {"post_id": 76310, "ts": "2026-10-03T04:52:29Z", "hours": 1.8542, "text": "Level 3 is completed. I am not gonna add demo because of spoiler. If you guys want solution to each level, I can add a solution folder in github. So if you guys want that, please let me know in the comments. Next thing I want to add is sound effects, that is really gonna make trollbound to next level and give better experience"}, {"post_id": 76281, "ts": "2026-10-03T02:20:45Z", "hours": 0.3953, "text": "Now I start working on the level 3 .Here a teaser"}, {"post_id": 75105, "ts": "2026-09-29T04:39:47Z", "hours": 2.8861, "text": "Level 2 completed. Now I am going to ship this. I did not gonna add the demo of level 2 because it becomes spoiler😏 and affect your experience with the game😂"}, {"post_id": 74882, "ts": "2026-09-28T14:31:06Z", "hours": 1.9617, "text": "Hurray after these much time, level 1 is officially completed🎉🎉. Also changed the ground to a solid colour otherwise tarps can be easily detected😏"}, {"post_id": 74807, "ts": "2026-09-28T10:01:20Z", "hours": 0.7886, "text": "I changed the player, and added proper animations"}, {"post_id": 74796, "ts": "2026-09-28T08:56:37Z", "hours": 0.8386, "text": "Now added ground and spike assets"}, {"post_id": 74773, "ts": "2026-09-28T06:41:04Z", "hours": 1.1864, "text": "Making the assets is a very tedious task , it is such a headache, but we need to make it. Now I am making the player and ground assets. Finally get one . Now next is spike , then ground, oh this is a lot. see you guys :):"}, {"post_id": 74501, "ts": "2026-09-27T15:03:45Z", "hours": 1.8475, "text": "Oh , it has been a long session. I found this video on youtube: https://www.youtube.com/watch?v=LOhfqjmasi0&t=769s . In that he organized the file as assets on asset folder , levels on levels folder, scripts on its own folder like that and I tried to implement that. Now all the links are broken that is now on clicking on the play button is not working, I have to fix it. Before fixing that I made the door and its animation. It took me a while to get the perfect door framesheet because the godot sliced wrongly every time. So it took me most of my time. I will fix the broken links tomorrow. That’s all for this devlog. Happy coding stay healthy❤️"}, {"post_id": 74426, "ts": "2026-09-27T11:15:11Z", "hours": 0.6883, "text": "Added background image and added an animation to the text. I get the animation from the youtube video link: https://www.youtube.com/watch?v=DiOD3K5vR0w I added this because some may say this is AI. I do not wanna hear that. And guys, I really forget to commit these because we are doing all these stuff in godot, there is no terminal and we forget . Okay so that’s all for this devlog. Let me commit the changes"}, {"post_id": 74399, "ts": "2026-09-27T10:06:26Z", "hours": 0.7792, "text": "Now added a spike to kill the player and a welcome screen."}, {"post_id": 74386, "ts": "2026-09-27T09:12:53Z", "hours": 0.5392, "text": "I am planning to make a Level devil inspired Game- TrollBound. And this is going to be fun. So Sit Back , Relax and Enjoy the show(Just BroCode things, I love him)😂"}]...
|
Title: TrollBound>_< by @akshay369 | Stardan Title: TrollBound>_< by @akshay369 | Stardance
Devlogs:
I am planning to make a Level devil inspired Game- TrollBound. And this is going to be fun. So Sit Back , Relax and Enjoy the show(Just BroCode things, I love him)😂
Now added a spike to kill the player and a welcome screen.
Added background image and added an animation to the text. I get the animation from the youtube video link: https://www.youtube.com/watch?v=DiOD3K5vR0w I added this because some may say this is AI. I do not wanna hear that. And guys, I really forget to commit these because we are doing all these stuff in godot, there is no terminal and we forget . Okay so that’s all for this devlog. Let me commit the changes
Oh , it has been a long session. I found this video on youtube: https://www.youtube.com/watch?v=LOhfqjmasi0&t=769s . In that he organized the file as assets on asset folder , levels on levels folder, scripts on its own folder like that and I tried to implement that. Now all the links are broken that is now on clicking on the play button is not working, I have to fix it. Before fixing that I made the door and its animation. It took me a while to get the perfect door framesheet because the godot sliced wrongly every time. So it took me most of my time. I will fix the broken links tomorrow. That’s all for this devlog. Happy coding stay healthy❤️
Making the assets is a very tedious task , it is such a headache, but we need to make it. Now I am making the player and ground assets. Finally get one . Now next is spike , then ground, oh this is a lot. see you guys :):
Now added ground and spike assets
I changed the player, and added proper animations
Hurray after these much time, level 1 is officially completed🎉🎉. Also changed the ground to a solid colour otherwise tarps can be easily detected😏
Level 2 completed. Now I am going to ship this. I did not gonna add the demo of level 2 because it becomes spoiler😏 and affect your experience with the game😂
Now I start working on the level 3 .Here a teaser
Level 3 is completed. I am not gonna add demo because of spoiler. If you guys want solution to each level, I can add a solution folder in github. So if you guys want that, please let me know in the comments. Next thing I want to add is sound effects, that is really gonna make trollbound to next level and give better experience
Guys Now added settings in the main menu and added main menu music and level music. Here is the quick demo. In the demo video there is echo. Please forgive me for that
Now added death sound, door opening sound, jump(already sound is there), platform drop sound and much more….
Level 4 is completed. I am pretty sure if you play level 4, then you are going to be mad💯😂 because it is that much tricky. I am damn sure you are going to curse me after playing the level 4😂.
Now added level selection, pause menu, and pause button
Level 5 is done. It takes me a lot of time to complete the level 5 compared to previous because it is more complex that other level, but the gameplay is simple actually once we figure it out😂😂. The gravity changing is the complex part. I am not explaining because it may affect your experience with game.
When testing the all levels. I find a weird thing. In level 5 there is actually two ways to win. One is easy and one is hard. Instead of fixing that, I am gonna say, guys it’s a director brilliance, lol 😂😂
Now I added some improvements to the gameplay, now in the winscreen or death screen , you able to go to main menu. The major feature now added is persistent gameplay that is now your gameplay progress will survive the restart. Guys, I had a qn does a button that redirects to level selection menu is needed in the death/win screen. Or this main menu is enough . please share your thoughts about this in the comments. That’s all for this devlog. See you in the next one ^_^
Now completed Level 6. Guys, honestly, planning each level is so hard because we have to add something new in each level and think from the user side. So what I am saying is if you have any types of traps in mind, please share it in the comments
Now completed level 7. This is pretty easy game as compared to previous. Enjoy it😂
Started working on level 8
Level 8 is done now guys. It is little harder than the level 7.
Level 9 is done. It is kinda easy guys. But level 10 gonna be a banger😏.
Level 10 competed, as said in the previous devlog, this is very hard because there is trap in each step, so take every step carefully otherwise you gonna die😂😂
Level 11 added! Easy level, right?
Guys, Trollbound is completed. Level 12 is also done. Thanks to the peers who commented, liked and supported me in this project. Now I am gonna ship this . Have a Nice day guys.
Ships:
I made Trollbound. It is a short, trap-filled 2D game inspired from the famous game “LEVEL DEVIL”. The objective is simple, reach the door. But the levels does not allow you to reach it simply. There are traps in every step, so stay alert. Sometimes, it seems like game have bugs, but it does’nt. They are just traps😏. The challenging part is ofcourse making assets , it is very hard to make assets. I am proud that I able to make this game in Godot. It takes more than usual around 12 hours just for 2 levels. So try this game. And try not to get fooled, lol😂
READ THIS !! ––––––––––– Guys I finally Completed the TROLLBOUND. This ship included more levels, sound effects, persistent storage and many more. Each level is unique and most of the levels cannot be completed in the first try and that’s makes this game an another experience. You think “I figured out the game”, the game says : “No you didn’t figured it out fully”. That makes this game unique. As said this game is inspired from the famous game Level Devil. I spend hours to make each level , and to make each level unique, I have to research a lot, how to make things work like that. That mean I have put a lot of effort into this. So I expect nice ratings and reviews from you guys, please do not disappoint me because I spend 33 hours for this project , guys. AI USAGE I used AI only for learning things and how to make things work like when the player into ceiling, we need to reverse the gravity, For that things I seek help from AI(Concept only, all code is written by me). And of course for debugging when I am stuck with a bug. Thankyou. Hope you like this project....
|
1793422396.5722644
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1793508796.5722644
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65273
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NULL
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NULL
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0
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0.0
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0
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[]
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[]
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1792867782.8824039
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1793731782.8824039
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65274
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My first slack bot! by @JUIXY10 | Stardance
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JUIXY10
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @JUIXY10 | Stardance
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1793084217.1968875
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1793689017.1968875
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65275
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My awesome macropad! by @changhaizhen | Stardance
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changhaizhen
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @changhaizhen | Sta Title: My awesome macropad! by @changhaizhen | Stardance...
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1793084220.8785381
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1793689020.8785381
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65276
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Frictionless by @YasserBulbul | Stardance
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YasserBulbul
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0
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0.0
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0
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[]
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[]
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Title: Frictionless by @YasserBulbul | Stardance
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1793084223.1620727
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1793689023.1620727
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65277
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NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792867783.7212822
|
1793731783.7212822
|
|
65278
|
Receipt printer! by @bobafrog282 | Stardance
|
bobafrog282
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T02:50:21Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a printer receipt for the little challenge that they gave us in stardance!", "repo": "https://github.com/normalcivilian0343/printer_reciept", "demo": "https://github.com/normalcivilian0343/printer_reciept/blob/main"}]...
|
[{"post_id": 73449, "ts": "202 [{"post_id": 73449, "ts": "2026-09-25T03:39:46Z", "hours": 0.2856, "text": "What did I do? I tinkered and came up with a cool design for the thermal printer (+ to get the stickers :)"}, {"post_id": 72961, "ts": "2026-09-24T03:31:02Z", "hours": 0.3486, "text": "What I did? I started working on this project, and I just figured out how to run it! I have no idea how to adjust my print pattern to get something with lines - and my changes were completely random! I do want to ship this tomorrow for the challenge, so I’ll need to cook up something good tomorrow!"}]...
|
Title: Receipt printer! by @bobafrog282 | Stardanc Title: Receipt printer! by @bobafrog282 | Stardance
Devlogs:
What I did? I started working on this project, and I just figured out how to run it! I have no idea how to adjust my print pattern to get something with lines - and my changes were completely random! I do want to ship this tomorrow for the challenge, so I’ll need to cook up something good tomorrow!
What did I do? I tinkered and came up with a cool design for the thermal printer (+ to get the stickers :)
Ships:
I made a printer receipt for the little challenge that they gave us in stardance!...
|
1793245993.7014127
|
1793332393.7014127
|
|
65279
|
personal website by @andraguoso | Stardance
|
andraguoso
|
0
|
7.01
|
0
|
[]
|
[{"post_id": 72958, "ts": "202 [{"post_id": 72958, "ts": "2026-09-24T03:28:24Z", "hours": 7.0086, "text": "finally done with my website! there were sooo many changes on the layout, i got a bit too greedy with the features and i ended up having to simplify a lot of my vision - but it was worth it! i think it ended up being much more practical and nicer on the eyes c: i had to re-do so much stuff for the documentation to be more organized, but i learned so much about tailwind & a bit of git c: here’s my projects zone!"}]...
|
Title: personal website by @andraguoso | Stardance Title: personal website by @andraguoso | Stardance
Devlogs:
finally done with my website! there were sooo many changes on the layout, i got a bit too greedy with the features and i ended up having to simplify a lot of my vision - but it was worth it! i think it ended up being much more practical and nicer on the eyes c: i had to re-do so much stuff for the documentation to be more organized, but i learned so much about tailwind & a bit of git c: here’s my projects zone!...
|
1793084227.5900862
|
1793689027.5900862
|
|
65280
|
My own site! by @drejkose | Stardance
|
drejkose
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @drejkose | Stardance
|
1793084229.5928078
|
1793689029.5928078
|
|
65281
|
future new yorker by @Munnisparkle | Stardance
|
Munnisparkle
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T15:05:59Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "it is my second project in hack club it is about my dream city newyork i am completely new to coding the css part of this website is were i faced little difficulty and pushing it to git was even more challenging for some reason demo link showed 404 error so many times now its completely working i hope i stay consistent on hack club yahh", "repo": "https://github.com/bhavanasrinamthabad1809-hub/newyork", "demo": "https://bhavanasrinamthabad1809-hub.github.io/newyork/"}]...
|
[{"post_id": 76978, "ts": "202 [{"post_id": 76978, "ts": "2026-10-05T08:02:07Z", "hours": 4.3461, "text": "i am done with my first ever website yahh it is about my dream city new york it has places to visit and what i am gonna do there i am excited to ship it first ship to stardance"}]...
|
Title: future new yorker by @Munnisparkle | Starda Title: future new yorker by @Munnisparkle | Stardance
Devlogs:
i am done with my first ever website yahh it is about my dream city new york it has places to visit and what i am gonna do there i am excited to ship it first ship to stardance
Ships:
it is my second project in hack club it is about my dream city newyork i am completely new to coding the css part of this website is were i faced little difficulty and pushing it to git was even more challenging for some reason demo link showed 404 error so many times now its completely working i hope i stay consistent on hack club yahh...
|
1793422397.8723724
|
1793508797.8723724
|
|
65282
|
Portfolio by @VEXEL | Stardance
|
VEXEL
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Portfolio by @VEXEL | Stardance
|
1793084232.1902804
|
1793689032.1902804
|
|
65283
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792867784.695022
|
1793731784.695022
|
|
65284
|
My very own WebOS by @AbdulRabb9 | Stardance
|
AbdulRabb9
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @AbdulRabb9 | Stardanc Title: My very own WebOS by @AbdulRabb9 | Stardance...
|
1793084233.2308118
|
1793689033.2308118
|
|
65285
|
My awesome macropad! by @alva_fut07 | Stardance
|
alva_fut07
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @alva_fut07 | Stard Title: My awesome macropad! by @alva_fut07 | Stardance...
|
1793084237.0381534
|
1793689037.0381534
|
|
65286
|
My awesome macropad! by @Jayden_Laughlin | Stardan My awesome macropad! by @Jayden_Laughlin | Stardance...
|
Jayden_Laughlin
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Jayden_Laughlin | Title: My awesome macropad! by @Jayden_Laughlin | Stardance...
|
1793084240.2819066
|
1793689040.2819066
|
|
65287
|
My awesome macropad! by @riddhijainn11 | Stardance
|
riddhijainn11
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @riddhijainn11 | St Title: My awesome macropad! by @riddhijainn11 | Stardance...
|
1793084242.2557716
|
1793689042.2557716
|
|
65288
|
My awesome macropad! by @zzng | Stardance
|
zzng
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @zzng | Stardance
|
1793084244.2621446
|
1793689044.2621446
|
|
65289
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792867785.7658982
|
1793731785.7658982
|
|
65290
|
Solar star by @riddhijainn11 | Stardance
|
riddhijainn11
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Solar star by @riddhijainn11 | Stardance
|
1793084246.5799391
|
1793689046.5799391
|
|
65291
|
MY first first slack bot (obito) by @Obito | Stard MY first first slack bot (obito) by @Obito | Stardance...
|
Obito
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T12:56:55Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made my slack bot which is very easy to write the code compared to its deployment process which made me to work for more than 18 hours", "repo": "https://github.com/tharunkumarCYSEC/my-first-slack-bot", "demo": "https://app.slack.com/client/T0C3X8PP7K5/D0C4W6DK8PN"}]...
|
[{"post_id": 74441, "ts": "202 [{"post_id": 74441, "ts": "2026-09-27T11:47:32Z", "hours": 0.575, "text": "i finally completed this its a frustraing project that the coding code is very simple but the deployment is so frustrating"}]...
|
Title: MY first first slack bot (obito) by @Obito Title: MY first first slack bot (obito) by @Obito | Stardance
Devlogs:
i finally completed this its a frustraing project that the coding code is very simple but the deployment is so frustrating
Ships:
i made my slack bot which is very easy to write the code compared to its deployment process which made me to work for more than 18 hours...
|
1793422398.796253
|
1793508798.796253
|
|
65292
|
My own site! by @SsK09 | Stardance
|
SsK09
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @SsK09 | Stardance
|
1793084248.5376773
|
1793689048.5376773
|
|
65293
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792867788.8172543
|
1793731788.8172543
|
|
65294
|
Solar powered plant water by @SsK09 | Stardance
|
SsK09
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Solar powered plant water by @SsK09 | Stard Title: Solar powered plant water by @SsK09 | Stardance...
|
1793084252.494186
|
1793689052.494186
|
|
65295
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792867789.6531086
|
1793731789.6531086
|
|
65296
|
My very own WebOS by @Argon101 | Stardance
|
Argon101
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Argon101 | Stardance
|
1793084254.4628346
|
1793689054.4628346
|
|
65297
|
A ai tutor which talks me like a human by @vermakh A ai tutor which talks me like a human by @vermakhushii2008 | Stardance...
|
vermakhushii2008
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A ai tutor which talks me like a human by @ Title: A ai tutor which talks me like a human by @vermakhushii2008 | Stardance...
|
1793084255.852926
|
1793689055.852926
|
|
65298
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792867790.4827056
|
1793731790.4827056
|
|
65299
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792867791.291554
|
1793731791.291554
|
|
65300
|
My own site! by @Kcanlioglu | Stardance
|
Kcanlioglu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Kcanlioglu | Stardance
|
1793084257.8840325
|
1793689057.8840325
|
|
65301
|
My very own WebOS by @Techy | Stardance
|
Techy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Techy | Stardance
|
1793084259.8649285
|
1793689059.8649285
|
|
65302
|
RScience by @Bananon | Stardance
|
Bananon
|
0
|
10.7
|
0
|
[]
|
[{"post_id": 78498, "ts": "202 [{"post_id": 78498, "ts": "2026-10-11T00:08:32Z", "hours": 3.9486, "text": "Devlog #4 Hiii, new changes! Different Planet Types: these planet types changes their color and radius, the following types are: rocky, gas giant, ice, lava, desert, ocean, toxic, barren, and crystal Space Objects: added space objects such as: stars, moons, asteroid fields, black holes and nebula clouds Mouse Movement: now to control the rocket you can use mouse motions 4. UI: now when starting the program a title screen appears 5. Particles: when the rocket moves particles spawn Bugfixes The gravity from planets far away no longer affects the rocket When the rocket lands no longer gets stuck in the planet surface without the ability to takeoff Working on Finishing the title screen Adding achievements Adding more obstacles"}, {"post_id": 76023, "ts": "2026-10-02T02:52:38Z", "hours": 3.6436, "text": "Devlog #3 Hello world! new stuff!!1!1 Randomly generated planets (color, size and position, still not fully random, they are the same 3D Sphere) Stars! These stars were made using procedural shader functions, basically using a PanoramaSkyMaterial with a shader that generates stars randomly using noise Chunks, similar to minecraft it just loads few chunks instead of the whole world, in this case the chunks are cubes. What I’m working rn Polishing the gravity system. The gravity from planets who are far away are still affecting the rocket. Actual random 3D models for planets, it’s just random color and size rn Better movement, the controls are sketchy, i would prefer a dragging and clicking experience rather than the complicated controls"}, {"post_id": 74315, "ts": "2026-09-27T05:20:50Z", "hours": 2.3981, "text": "Functioning Movement After being inactive for a while there’s new changes!! New stuff: 3D models made using Blender Basic rocket movement Camera controls (zoom and camera movement)"}, {"post_id": 73027, "ts": "2026-09-24T07:23:25Z", "hours": 0.7117, "text": "First time using Godot, just made some basic shapes and learned basic code functions"}]...
|
Title: RScience by @Bananon | Stardance
Devlogs:
Title: RScience by @Bananon | Stardance
Devlogs:
First time using Godot, just made some basic shapes and learned basic code functions
Functioning Movement After being inactive for a while there’s new changes!! New stuff: 3D models made using Blender Basic rocket movement Camera controls (zoom and camera movement)
Devlog #3 Hello world! new stuff!!1!1 Randomly generated planets (color, size and position, still not fully random, they are the same 3D Sphere) Stars! These stars were made using procedural shader functions, basically using a PanoramaSkyMaterial with a shader that generates stars randomly using noise Chunks, similar to minecraft it just loads few chunks instead of the whole world, in this case the chunks are cubes. What I’m working rn Polishing the gravity system. The gravity from planets who are far away are still affecting the rocket. Actual random 3D models for planets, it’s just random color and size rn Better movement, the controls are sketchy, i would prefer a dragging and clicking experience rather than the complicated controls
Devlog #4 Hiii, new changes! Different Planet Types: these planet types changes their color and radius, the following types are: rocky, gas giant, ice, lava, desert, ocean, toxic, barren, and crystal Space Objects: added space objects such as: stars, moons, asteroid fields, black holes and nebula clouds Mouse Movement: now to control the rocket you can use mouse motions 4. UI: now when starting the program a title screen appears 5. Particles: when the rocket moves particles spawn Bugfixes The gravity from planets far away no longer affects the rocket When the rocket lands no longer gets stuck in the planet surface without the ability to takeoff Working on Finishing the title screen Adding achievements Adding more obstacles...
|
1793084261.5575366
|
1793689061.5575366
|
|
65303
|
RoBlare by @kennator | Stardance
|
kennator
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: RoBlare by @kennator | Stardance
|
1793084264.2032576
|
1793689064.2032576
|
|
65304
|
My awesome macropad! by @naila | Stardance
|
naila
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @naila | Stardance
|
1793084266.2410011
|
1793689066.2410011
|