return to the nest


Course Requirements
Develop a 3 D platformer in Godot
Use Kenny Starter Kit 3 D Platformer
Add a new mechanic (Added jump pads)

Return to the Nest is a 3D platformer, where you play as a baby bird that has fallen from its nest at the top of a giant tree. Unable to fly, you must climb back home by jumping on leaves and getting help from the tree animals. To progress, you need to collect offerings for animals to help you jump higher. The level design symbolizes the bird's growth, the passage of time, and the challenges of life.


SPRING
The bird is just a hatchling, clumsy and curious. This section introduces basic mechanics and a gentle learning curve. Big, soft pink petals, large stable platforms
Gameplay
Learn basic movement: single jump, double jump (slow climbing)
Collectibles introduced
Spikes introduced
Jump pads (animals) activated by coins (offerings)

SUMMER
The bird is stronger and faster, moving through the vibrant summer branches. The world feels more dynamic, with tighter platforming and increased speed
Gameplay
Platforms are smaller, requiring single jumps
Falling platforms introduced
Spikes placed more strategically to challenge navigation
Coins are harder to reach, rewarding exploration

FALL
The bird is agile and strong, running fast across the tree. Leaves are falling with the wind so it should be careful and skillful to not fall with them
Gameplay
Focus on running: narrow branches and falling platforms
Limited jump pads, force reliance on timing and accuracy
Coins are more challenging to collect, requiring players to make risky jumps
Spikes are more frequent

WINTER
The bird is nearly grown, learning to trust its wings. It must now heavily rely on animal jump pads to leap great distances, mimicking the flight. The tree is cold and quiet
Gameplay
Heavy reliance on animal jump pads to traverse long gaps
Platforms are the smallest yet, testing accuracy and skill
Increased speed of movement symbolizes the bird’s growing confidence and strength
Coins are scarce but placed in high-risk, high-reward locations

retrospective


Using Godot, a new engine for me, that in my opinion isn't the best for level design was a challenge on its own. The limiting asset pack required creativity to tell a story through levels and mechanics, pushing me to think outside the box. The tree structure itself required multiple rebuilds to get the right flow and pacing. I had to constantly adjust platform placement and jump pads to ensure the climb felt natural and fun.
This project taught me how to work with constraints, adapt to new tools, and focus on iterative design.
