Mask Off is a fast-paced, local multiplayer beat-'em-up where players compete for powerful, game-changing masks. This project was developed for LubJam 2026 / Global Game Jam 2026.
We have incorporated the following diversifiers:
- Many Hands Make Light Work: Designed for local multiplayer with up to four players.
The World is Alive: Every stationary object in our levels features custom animations.[TODO]Cartridge Ready: The final build is optimized to be under 10 MB.[TODO].Diverse: By including the three diversifiers above, we have achieved the "Diverse" challenge.
- Core Loop: Wait for the timer, grab the Mask, and use unique power-ups to outplay your opponents.
- USP: Local 4-player mayhem, quirky mask-based power-ups, and three distinct maps.
- Target: Family-friendly (Rating: E).
Managed within the Godot Engine using GDScript.
res://
├── assets/ → Art, audio, fonts, shaders
├── config/ → Settings and translations
├── global/ → Global scripts, like game_manager.gd or state machines
├── docs/ → Notes and changelog
└── src/ → Game scenes and their respective scripts
Create a project in Godot.
These naming conventions follow the Godot Engine style. Breaking these will make your code clash with the built-in naming conventions, leading to inconsistent code. As a summary table:
| Type | Convention | Example |
|---|---|---|
| File and folder names | snake_case | game_manager.gd, enemy_sprite.png, `` |
| class_name | PascalCase | class_name Control |
| Node names | PascalCase | Camera3D, Player |
| Functions | snake_case | func load_level(): |
| Variables | snake_case | var particle_effect |
| Signals | snake_case | always in past tense signal door_opened |
| Constants | CONSTANT_CASE | const MAX_SPEED = 200 |
| enum names | PascalCase | enum Element |
| enum members | CONSTANT_CASE | {EARTH, WATER, AIR, FIRE} |
01. @tool, @icon, @static_unload
02. class_name
03. extends
04. ## doc comment
05. signals
06. enums
07. constants
08. static variables
09. @export variables
10. remaining regular variables
11. @onready variables
12. _static_init()
13. remaining static methods
14. overridden built-in virtual methods:
1. _init()
2. _enter_tree()
3. _ready()
4. _process()
5. _physics_process()
6. remaining virtual methods
15. overridden custom methods
16. remaining methods
17. subclasses- Engine: Godot 4.6. .NET
- Design templates: Based on Scott Rogers' Level Up!
- Team: [TODO]