I have added a few features to my prototype of combat platformer made in Godot since February, as well as less visible QoL/debug improvements:


  • Actions: Slide, airborne Attack
  • Flow: better action constraints (cannot move while attacking on ground, but can move when attacking airborne, with locked direction)
  • Enemy AI: Behaviour Trees with Yet Another Behavior Tree


  • Feedback: red hurt color, blue invincible color during Slide
  • More robust animation system with base (continuous) animations like Run + override (one-time) animations like Attack


  • Restart all entities immediately when pressing R
  • Debug overlay: FPS, current frame, currently pressed input

Assets used: