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Platform Quest — 2D Platformer Template

A complete, playable side-scrolling 2D platformer built with Summer Engine (Godot 4.6 / Mono). Use it as a starting point for your own Summer Engine project — it's a full vertical slice you can rip apart, reskin, or extend.

Everything here is hand-rollable: sprites are drawn procedurally by small PowerShell scripts in tools/, and the music/SFX were generated through Summer Studio. No paid or third-party assets.

What's inside

  • Main menu with splash art, plus themed Game Over and You Win! screens.
  • 4 levels of increasing complexity, then a boss room.
  • A boss — the "Critter King", a big stompable enemy that paces the arena, telegraphs charge-dashes, enrages as it loses health, and takes 3 stomps to beat.
  • Grid / tile-based levels authored as plain-text ASCII maps (see below) — dead simple to edit or generate.
  • Dynamic platforms & hazards: moving platforms, slopes, bounce pads, crumbling blocks, spikes, sawblades.
  • Pickups: animated coins (with a HUD counter) and hearts that restore health.
  • Stomp combat: jump on enemies to defeat them; get hit from the side and you lose a heart (3-heart health, i-frames, knockback).
  • HUD with hearts + coin count, and a full music + SFX layer (menu / gameplay / boss tracks, footsteps, jumps, stomps, pickups, etc.).

Controls

Action Keys
Move A / D or /
Jump Space, W, or

Jump on an enemy's head to stomp it. Reach the door D to finish a level; beat the boss to win.

How the level system works

Levels are 32×32-pixel grids stored as text files in levels/ (level_01.txtlevel_04.txt). Each character is one tile. scripts/level_loader.gd reads the current level and instances the matching scene at each cell, then sets up the camera bounds.

Tile legend:

Char Tile Char Tile
. empty (sky) o bounce pad
# solid block / ground x crumbling block
P player spawn ^ spike
G critter (walking enemy) s sawblade
D exit door B boss
- horizontal moving platform c coin
| vertical moving platform h heart
/ slope up \ slope down

To add a level: drop a new levels/level_05.txt and add its path to the level_files array in scripts/game_manager.gd. To add a new tile type: make a scene for it and add a match case in level_loader.gd.

Project structure

project.godot        # Godot 4.6 project (boots to scenes/MainMenu.tscn)
levels/              # ASCII level maps
scenes/              # Player, enemies, platforms, pickups, UI, boss, menus
scripts/             # GDScript: player controller, enemies, level loader, GameManager autoload, HUD, audio
assets/sprites/      # procedurally generated PNGs
assets/audio/        # generated music + SFX
tools/               # PowerShell scripts that draw the sprites & splash art

GameManager (autoload) owns lives, coins, level progression, and music; Sfx (autoload) is a pooled one-shot sound player.

Using it in Summer Engine

Create a new project from this template in Summer Engine, or clone the repo and open the folder — it's a standard Godot 4.6 (Mono) project. On first open, Godot re-imports the assets (the .godot/ cache and *.import files are intentionally gitignored), then just press play.

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