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We have a working prototype of a 2D action game built in Godot 4.6 (GDScript, GL Compatibility renderer, 1920x1080). The core gameplay loop is functional — player movement, combat mechanics, enemy AI, boss fights, HUD, menus, difficulty scaling, and scoring. We need a Godot developer to help expand and polish: Additional levels and bosses — multi-phase boss AI with varied attack patterns Enemy variety — new enemy types with distinct behaviors (ranged, defensive, fast, heavy) Character system — multiple playable characters with shared inputs but unique stats/abilities via Resource definitions Polish — hit feedback, screen shake, VFX, transitions, audio integration Scene architecture — cutscenes, transitions, level select Tech stack: Godot 4.6, GDScript (strict typing) Custom Resource classes for all game data (.tres files, no JSON) Autoload singletons for scene management, settings, save data, progression CI with gdlint (gdtoolkit 4.x) Requirements: Strong Godot 4 + GDScript experience (not Godot 3) Shipped or substantially completed a 2D action game Comfortable with Resource-based data architecture Clean code habits — we lint on every push Nice to have: Experience with side-scrolling action/beat-'em-up genres Familiarity with ParallaxBackground, AnimationPlayer, data-driven difficulty scaling Scope: Ongoing contract work. Starting with implementing 2-3 new enemy types and one additional boss. Expanding from there based on fit. Budget: Hourly or milestone-based. Please share your rate and an estimate for: one new enemy type (3-4 attack patterns) and one new boss (2 phases, 3+ attack patterns).
ID Projek: 40316282
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61 pekerja bebas membida secara purata $23 USD/jam untuk pekerjaan ini

As an experienced Godot developer with a knack for game design and development, I'm thrilled to offer my services for your Godot 4 game project. With a decade-plus of experience in this field, I know my way around the Godot 4.6 - making me the right fit for you. I have a unique blend of skills; sound understanding of GDScript, clean code habits, proficiency with Scene architecture — cutscenes, transitions, level select. My experience with Resource-based data architecture also aligns perfectly with your project requirements. I've been part of shipping and substantially completing different 2D action games before, which ensures that I can delve into the expansion and polish tasks—the additional levels and bosses and amplifying Enemy variety—with ease. Moreover, I'm experienced in working on strict timelines and within budgets—which aligns with the ongoing-contract work nature of this project. I take pride in delivering not only what's expected but going above and beyond when necessary. Throughout our collaboration, you can expect clear and effective communication from my end along with long-term support. Looking forward to adding more value to your fantastic game!
$25 USD dalam 40 hari
9.0
9.0

Dear , We carefully studied the description of your project and we can confirm that we understand your needs and are also interested in your project. Our team has the necessary resources to start your project as soon as possible and complete it in a very short time. We are 25 years in this business and our technical specialists have strong experience in Mobile App Development, Android, Game Design, Unity 3D, Game Development, Game Testing, 2D Game Art, Godot and other technologies relevant to your project. Please, review our profile https://www.freelancer.com/u/tangramua where you can find detailed information about our company, our portfolio, and the client's recent reviews. Please contact us via Freelancer Chat to discuss your project in details. Best regards, Sales department Tangram Canada Inc.
$25 USD dalam 5 hari
7.2
7.2

Godot 4 | GDScript | 2D Action Game | Game Development Hi, I can help expand your game with new enemies, bosses, and overall polish while keeping everything clean and consistent with your current setup. I understand your architecture (Resources, autoloads, strict typing), so I’ll follow the same structure — especially for enemy behaviors, attack patterns, and multi-phase bosses. I’ve worked on action-style gameplay systems, so building: • Enemy types (ranged, fast, heavy, defensive) • Boss fights with phases + patterns • Game feel improvements (hit feedback, screen shake, VFX) I focus on writing clean, structured GDScript that fits your existing codebase and passes linting without issues. If you want, I can start with one enemy to match your style. Thanks! Purnima
$20 USD dalam 40 hari
7.2
7.2

Hello there, I’d be excited to help elevate your Godot 4.6 action game from a solid prototype to a polished, scalable experience. With strong experience in Godot 4 (GDScript, strict typing) and building data-driven 2D action systems, I focus on clean architecture, modular enemy design, and responsive combat feel. I can efficiently deliver: New enemy types with distinct behaviors and attack patterns Multi-phase boss design with engaging mechanics Resource-based systems aligned with your .tres workflow Polished feedback (VFX, screen shake, hit response) I follow clean, lint-safe code practices and build systems that are easy to expand as your game grows. Estimate: Enemy (3–4 patterns): X hours / $X Boss (2 phases, 3+ patterns): X hours / $X I’d be happy to discuss your current architecture and jump in quickly. Looking forward to collaborating with you.
$15 USD dalam 40 hari
6.8
6.8

Hi, I understand you have a Godot 4.6 2D action game prototype with core gameplay working, and you need help expanding it with new enemies, multi-phase bosses, additional levels, and polish elements such as VFX, audio, and smooth scene transitions. The project emphasizes Resource-based architecture, clean GDScript coding, and strict typing. My approach would be to first implement new enemy types using Resource files for stats and behaviors, creating 3–4 distinct attack patterns per enemy while maintaining consistency with existing AI. The new boss will be designed as a multi-phase fight with unique attack patterns per phase, visual feedback, and appropriate telegraphs. Scene architecture improvements will include level select integration, cutscenes, and smooth transitions. Additional polish like hit feedback, screen shake, VFX, and audio cues will enhance the overall gameplay feel. Pre delivery testing will include full playthroughs of new enemies and boss encounters, verifying AI behaviors, attack timing, difficulty scaling, and integration with existing scoring, HUD, and progression systems to ensure stability and fun gameplay. Best, Justin
$50 USD dalam 40 hari
5.9
5.9

Hello " Lets Gets Started, You are looking for Godot 4 Game Development I know you have several tempting proposals here, but I guarantee you to be impressed by my work. I have various skills in Godot, Game Design, Android, Game Development, Unity 3D, Mobile App Development, 2D Game Art and Game Testing. If you give me this chance you will be impressed, because I guarantee that I will meet your expectations. I invite you to get a look at my portfolio You Can see it from here : https://www.freelancer.com/u/sahildogra222 If you have any questions or queries, do not hesitate to contact me. I hope to start working with you. With regards! Sahil
$49 USD dalam 16 hari
5.4
5.4

Hi, I’m an experienced Godot 4.6 developer with a strong background in 2D action games and GDScript, and I can help expand and polish your prototype. The main technical challenge is implementing new enemy types and bosses with unique behaviors while maintaining a clean, resource-driven architecture using .tres files and autoload singletons. My solution is to design modular, data-driven Resource classes for each new enemy and boss, implement multiple attack patterns, integrate visual and audio feedback, and ensure smooth gameplay balancing. I will also assist with scene transitions, VFX, hit feedback, and maintaining strict typing and CI linting standards. Previous projects include shipped 2D side-scrollers and beat-’em-up titles where I handled AI, boss mechanics, and polish. I can start with one new enemy (3–4 attack patterns) and one new boss (2 phases, 3+ attacks), then expand from there based on fit. Thanks, Hercules
$60 USD dalam 40 hari
5.5
5.5

⭐⭐⭐⭐⭐ ✅Hi there, hope you are doing well! I have experience developing 2D action games in Godot 4 using GDScript, where I easily implemented enemy AI, level design, boss mechanics, and polish elements like VFX and audio. From my experience, the key to success is maintaining clean, modular code with well-structured Resource-based data for easy expansion and balancing. Approach: ⭕ I will start by designing and coding distinct enemy types with unique attack patterns. ⭕ Develop a multi-phase boss with varied strategies to fit your gameplay style. ⭕ Implement polish such as hit feedback, screen shake, and smooth scene transitions. ⭕ Follow strict typing and integrate CI linting for maintaining quality. ⭕ Collaborate closely to fit your existing architecture and extend additional characters and features later. ❓Could you please clarify the expected timeline for initial enemy and boss implementation? ❓Is there existing art and audio for the new enemies and bosses or should I prepare placeholders? I am confident my Godot 4 expertise and disciplined workflow will help you expand your game elegantly and efficiently. Looking forward to working together. Best regards, Nam
$25 USD dalam 19 hari
5.2
5.2

Hello, With extensive experience in Godot 4 and GDScript, I have successfully developed and expanded 2D action games, incorporating multi-phase boss AI, varied enemy behaviors, and complex scene architectures. I will enhance your prototype by developing new enemy types, boss fights, and polishing gameplay with feedback effects and transitions, ensuring a seamless experience. What are your top priorities for the first set of features to develop, such as the enemy types or the boss phases? Thanks, Juan Aponte
$25 USD dalam 1 hari
5.4
5.4

With over a decade of experience as a software architect and expertise in Godot 4.x, I am well-prepared to enhance your action game. My strong understanding of singletons and resource-based architecture aligns perfectly with your project needs. I can significantly improve core gameplay elements, such as player movement, combat mechanics, and multi-phase boss AI. My results-driven approach emphasizes scalability, security, and performance, ensuring every line of code contributes to your business success. Additionally, my proven people skills facilitate smooth communication throughout the project, helping to surpass your expectations. I propose an hourly rate of $X, along with an estimated timeline. My goal is to deliver high-quality work that provides a strong return on your investment. Let’s discuss how we can make this project a success!
$20 USD dalam 40 hari
4.8
4.8

Your Godot 4.6 action prototype aligns perfectly with my recent work developing high-performance 2D combat systems and modular gameplay loops using GDScript. I recently completed a fast-paced platformer where I refined frame-perfect hit detection and state-machine-driven animations, ensuring the game felt responsive even on lower-end hardware utilizing the GL Compatibility renderer. My priority is writing clean, decoupled code that respects the engine's node-based architecture while maximizing performance and maintainability for your specific project needs. To advance your prototype, I will implement a robust EventBus pattern for decoupled communication between game systems, ensuring your UI, combat triggers, and audio managers remain modular and easy to debug. I’ll leverage Godot’s AnimationPlayer and Tweening systems for fluid visual feedback and utilize Resource-based data structures to make enemy behaviors and item properties easily tweakable without modifying core logic. Additionally, I will audit your current scene tree to optimize draw calls and memory management, specifically tailoring any custom shaders or lighting effects to work flawlessly within the constraints of the GL Compatibility backend for maximum device reach. I’m curious about your immediate roadmap—are we focusing primarily on expanding the core combat mechanics or building out the level progression and save systems next? Also, do you have any specific performance targets or mobile-specific optimizations in mind for the compatibility renderer? I would love to jump on a quick chat to discuss the specific feel you want for the game and see how I can help you polish this prototype into a release-ready title. Feel free to message me here to align on the next steps.
$25 USD dalam 7 hari
3.1
3.1

Hello, I am Vishal Maharaj, a seasoned Game Designer with 20 years of experience in Unity 3D, Game Development, and Mobile App Development. I have carefully reviewed your project requirements for expanding and polishing a 2D action game in Godot 4.6. To enhance the game, I propose to start by implementing additional levels and bosses, introducing new enemy types with distinct behaviors, creating a character system with unique stats and abilities, refining hit feedback, screen shake, VFX, and audio integration, and structuring scenes with cutscenes and level selection. I am confident in my ability to deliver high-quality work that aligns with your vision. Please feel free to initiate a chat to discuss the project further. Cheers, Vishal Maharaj
$20 USD dalam 40 hari
3.2
3.2

Hello, thanks for posting this project. I see a solid Godot 4.6 action game prototype and I’m confident I can extend it with multi-phase boss AI, new enemy archetypes, and a robust, data-driven character system. I will implement additional levels and bosses with varied attack patterns, craft new enemy types (ranged, defensive, fast, heavy), and expose shared inputs across characters via Resource definitions (.tres). The architecture will leverage autoload singletons for scene management, settings, and progression, while keeping data-driven difficulty scaling and clean, lint-friendly code. I’ll add polished hit feedback, screen shake, VFX, transitions, and audio hooks, plus cutscenes and level-select flows for a smooth player journey. I’ll structure assets, scenes, and data to support CI with gdlint and strict typing in GDScript, ensuring compatibility with the GL renderer. What is the preferred target progression pace for the 2-3 initial enemy types and the first boss, and are there any platform-specific constraints (Android/iOS) I should optimize for early in the engagement? Looking forward to collaborating and delivering a solid expansion that scales well with your ongoing needs. Best regards,
$22 USD dalam 20 hari
3.2
3.2

Hello, there! I've had the pleasure of developing and optimizing several gaming projects, including mobile games. On top of that, I'm well-versed in the Godot environment and have extensive knowledge of GDScript. With my background, I'm confident in my ability to not only add depth, enemies, levels, and bosses to your game but also to polish existing features - from combat mechanics and HUD integration to hit feedback and audio syncing. I understand the importance of clean code habits since you lint on codes frequently. Rest assured that my strategies align fully with this - placing emphasis on creating secure, high-performance software is what sets me apart from other developers in the field. Another distinguishing factor is my experience in challenging genres like side-scrolling action and beat-'em-up which directly aligns with one of your nice-to-haves. Moreover, I bring an innovative flair to each project I undertake. As demonstrated in my work with automating trading strategies using MQL4/5 and Pine Script for real-world markets, I'm not only comfortable with a resource-based data architecture - in fact, I excel at it! I'm excited by the scope and challenge presented by your project and would love to discuss further how we can expand your already robust prototype and make it a game players can't put down.
$20 USD dalam 40 hari
3.3
3.3

Hey Nate, thanks for inviting me to your project. Before I jump in, I’d want to confirm two things: is your current combat and enemy system already built around reusable state or behavior patterns, or would each new enemy and boss need its own custom flow? Also, for the playable character system, do you want the new enemies and boss logic to stay fully data-driven through Resources so future expansion stays fast and clean? This is the kind of Godot work I like. I understand this is not about rebuilding the prototype, but extending a working action game without making the architecture messy. For this scope, the important part is keeping enemy and boss behavior readable, tunable, and consistent with your existing Resource-based setup, while still making each encounter feel distinct. I’m comfortable with Godot 4, strict-typed GDScript, autoload-based flow, lint-safe code, and building multi-phase boss patterns, enemy variants, hit feedback, transitions, and polish in a way that fits an already functional combat loop. For estimating, I’d scope one new enemy around its behavior set, telegraphing, tuning, and testing, and one boss around phase flow, attack sequencing, balancing, and integration with HUD, VFX, and progression. Looking forward to discussing more on chat. Best Kirill
$20 USD dalam 40 hari
2.5
2.5

Hi, I can help expand and polish your 2D action game in Godot 4.6 effectively. My extensive experience with GDScript and a solid track record of shipping 2D action games will ensure high-quality additions to your project. I will implement 2-3 new enemy types with unique behaviors and a multi-phase boss with varied attack patterns, focusing on clean and maintainable code, adhering to your strict linting standards. For the character system, I will establish a robust structure for multiple playable characters using Resource definitions, enhancing gameplay diversity. My approach will include integrating polished hit feedback, VFX, and audio to elevate the user experience. Could you clarify the desired characteristics of the new enemies and boss? Additionally, what is your preferred timeline for the first batch of features? I’m ready to discuss rates and get started immediately. Thank you.
$20 USD dalam 40 hari
1.9
1.9

Hi there, I’ve reviewed your Godot 4.6 prototype and I’m confident I can expand it while preserving your core feel. I’ve shipped 2D action titles using Godot 4 and strict-typed GDScript, leveraging Resource-based data, autoloads for progression, and CI-friendly linting. I will implement 2-3 new enemy types with distinct behaviors, create a multi-phase boss with varied attack patterns, and add polish (hit feedback, screen shake, VFX, audio hooks) while following your .tres Resource architecture and gdlint standards. Next step: I can start by delivering one enemy and the boss prototype within the first milestone and iterate from there. Do you have existing Resource templates and art/sfx assets for new enemies and the boss, or should I estimate asset creation time separately? Sincerely, Cindy Viorina
$20 USD dalam 39 hari
2.1
2.1

Hi there, I'm Kristopher Kramer from McKinney, Texas. I’ve worked on similar projects before, and as a senior full-stack and AI engineer, I have the proven experience needed to deliver this successfully, so I have strong experience in Godot, 2D Game Art, Game Development, Mobile App Development, Game Testing, Unity 3D, Game Design and Android. I’m available to start right away and happy to discuss the project details anytime. Looking forward to speaking with you soon. Best regards, Kristopher Kramer
$30 USD dalam 40 hari
1.8
1.8

I've just completed a similar project. I built a 2D action game prototype with complex enemy AI and multiple boss fights. This project aligns well with industry standards for clean code and scalable architecture. Key focus areas include boss AI and Resource-based character systems. Specializing in Godot 4 and GDScript, I prioritize performance, security, and delivering a polished user experience. Let's chat about your project to explore next steps; worst case, you walk away with a free consultation and a clearer understanding of your project. Kind regards, Curtley
$15 USD dalam 14 hari
0.5
0.5

Hi, Quantum Code Solutions is available to take this on and get the Godot 4.6 2D action game expanded and polished. The main challenge with expanding multi-phase boss AI and unique character systems in Godot 4.6 is often maintaining clean Resource-based architecture and strict GDScript typing across complex scene transitions. Are the new enemy behaviors intended to use a State Machine pattern for the ranged and defensive logic, and should the character unique stats be balanced via a centralized Resource manager? Our team recently delivered a similar 2D action title that required a deep character system and multi-phase boss fights. We utilized Godot 4 Custom Resources for all game data to allow for quick iteration on enemy stats and used Autoload singletons to manage global progression and save states. We adhered to strict typing and gdlint standards to provide a clean codebase, which improved the hit feedback and VFX performance during intense combat scenes. This approach streamlined the level select architecture and made the difficulty scaling much more manageable for the project. We are eager to discuss the project further. Reach out to initiate a conversation! Best regards, Quantum code solutions.
$15 USD dalam 40 hari
0.2
0.2

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