snowmanic
Godot Engine | GDScript | Secret Santa Jam
About The Game
snowmanic (also known as Snowman Apocalypse) is a top-down shooter created for the Secret Santa Jam, an event focused on the spirit of giving. I was assigned to create a gift for a participant named Snax McGee. Inspired by his profile—which mentioned a love for synth music, Legos, and shooter games—I designed this festive, action-packed game.
The game is set in a frosty world where the player wields a snow cannon. The unique twist combines shooter mechanics with a building element: enemies (snowmen) are frozen into ice blocks upon defeat. These blocks can then be snapped together to form patterns that reveal 8-bit images, paying homage to the satisfaction of building with Legos.
Note: You can also watch the gameplay on Instagram.
Media Showcase




My Role & Technical Contributions
I developed snowmanic as a solo project over a single weekend (approx. 3 days), handling all aspects of development from art and design to programming and audio.
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Godot Engine Adoption: I leveraged Godot's modular node system to create a flexible architecture where game objects could be easily dragged, dropped, and linked in the editor. This intuitive workflow significantly accelerated the design process.
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Mechanics Design: I engineered the core "freeze and build" gameplay loop. This involved implementing a state change for enemies (from active AI to static physics objects) and a grid-based snapping system that detects specific block arrangements to trigger the "image reveal" events.
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Rapid Prototyping & Polish: With a tight deadline, I structured my development into distinct phases: asset creation on day one, mechanics implementation over the weekend, and a final sprint for audio integration and polish. I also incorporated personalized touches for the giftee, such as references to his cat and guitar.
Lessons Learned
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The Power of Modular Editors: Using Godot highlighted the efficiency of a well-designed editor. The ability to jump between related objects and visually manage the scene hierarchy made the development experience smooth and enjoyable.
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Cross-Platform Build Considerations: Developing on a Mac introduced complications when creating the final WebGL build. I learned the hard way that local testing environments can differ from the deployed build, emphasizing the need for earlier build testing in the pipeline.