MASKONAUTS: TAP' TAP' TROUBLE!
Tap the screen to make your Maskopod hover forever!
Tap the screen to make your Maskopod hover forever!
quanty bandit, February 2026
quanty bandit, February 2026
Maskonauts: TAP' TAP' Trouble! is a hyper-casual game made with Godot.
Tap the screen to make your Maskopod hover. Collect Maskoins to gain energy and stay flying as long as you can!
Developed within a two-weeks sprint to experiment with Godot and a new, lightweight workflow.
I plan on updating the game with new features such as:
Multi-resolution and screen ratio support.
Options & Settings menu.
New gameplay mechanics (unlockables, bouncing mechanics, etc.).
How I did it:
Core Mechanics: I used this Zenva tutorial as a starting point to implement the core "Flappy Bird-like" concept.
Coding: I used Claude and Gemini to help me organize my scripts, format my code, and troubleshoot bugs and errors.
Asset Repurposing: I reused assets previously created for Maskonauts: Chat'Attack—including 2D sprites, animations, SFX, musics, and fonts—and adapted them to fit the new game setting.
Game Feel & Polish: I implemented character and SFX feedback, then fine-tuned the physics and gravity to enhance the overall game feel.
Best Score system: I added a high score system with the specific constraint of saving data directly within the web browser.
UX/UI Design: Finally, I designed the UI to be self-explanatory, using icons and colors to ensure the goal and gameplay elements are immediately clear at first sight.
Lightweight Workflow
As a ChromeOS user, I became a fan of cloud-based tools and started creating my own lightweight workflow, covering all aspects of game creation. Last year, I became interested in refurbished computers (perfect timing considering the recent price hike in hardware) and switched my laptop OS to Fedora Linux. My goal was to have a portable workstation capable of running Blender and Godot while prioritizing privacy.
Maskonauts: TAP' TAP' Trouble! is the first game I created using this workflow. Here is a breakdown:
Laptop: I bought a second-hand ThinkPad X390 with 16GB of RAM, an Intel Core i5-8265U, and integrated Intel UHD Graphics. In short, it's a very budget-friendly, reliable, and lightweight 13-inch business laptop that I can easily carry everywhere.
Operating System: I went full Linux, and after trying different distributions, I settled on Fedora Workstation 43. I found it straightforward to install and use, and so far, I’ve had zero compatibility issues or crashes. It's a very impressive OS!
Web Browser: I initially switched from Chrome to Firefox but encountered sync issues between my desktop and laptop. I eventually decided on Brave to stay within the Chromium family. After tweaking the privacy settings, the experience has been flawless, with the exception of the Android version, where memory issues cause sound bugs in the game.
Cloud based Tools & Softwares: I already mentioned Blender and Godot, which both have stable Linux versions. I also took the time to experiment with the Godot Engine Web Editor and, even though I didn't use it for this project, I can definitely see myself using it in the future. Another tool I use daily is Photopea, the browser-based Photoshop alternative. I used it for minor pixel art adjustments on game sprites, but I plan to use PixiEditor for my next pixel art project and keep Photopea for general image manipulation.