This is my project i started in 2022 and for some reasons did not finished. I hate myself for this. Today while diving in old projects I regained faith in Moonbunny, I really miss him, I literally had flashback memories of ho i was voicacting, coding and designing this strange game and character. Really wanna hear your Feedback on this. You can try it on Itch io Moonbunny by nobody's beach
u/Delicious-Package-84
Hi guys Im building little 2D engine and one of my main focus is easy dialogue system. I think I have some interesting flow that is easy and ver time saving but. can you drop some dialogue systems plugins. or some engines that have ready systems for that ? I want to dive in and explore them maybe it will help me ❤️
Here is the example https://youtu.be/zUcDwPZbGGg of what it looks like.
This is the 2D engine I'm building for easy and fast developing, mostly focused on artists and creative people who what to build their vision fast enough before motivation and dopamine is gone bcz of technical staff, I really want to hear your feedback and real opinions, ideas and suggestions. This is very early stage, lot of to do. all you see here is literally done in 5 minutes, (not the art) but the logic, character movement and dialogue.
Hey
I'm building a 2D engine for people who struggle with code, node-based scripting, or even event sheets. The goal: simplify everything with pre-made customizable components.
The vision is a mix:
- UE5-style: blueprints per object (each actor has its own logic)
- Construct-style: event sheets inside those blueprints (no spaghetti node graphs)
- My twist: ready-made components for everything — drop them in, tweak, done
Components I'm building include:
- Character Movement — coyote time, jump buffer, variable jump height, dash, double jump, wall jump (all toggle-able)
- Camera — follow, shake, look-ahead, deadzone
- Dialogue — speech bubbles, multi-character convos, typewriter effect
- Health/Damage — invincibility frames, knockback, flash, death events
- Interaction — proximity prompts, custom triggers
- Plus all the standard stuff (animations, tilemaps, particles, audio)
User flow: pick a Character actor, drop in your sprite, tweak speed/jump values, you've got a polished platformer character in 5 minutes. Same for enemies, NPCs, pickups.
Stack: TypeScript + Phaser + Tauri (desktop) + React Flow (editor). Web + Windows export from v1.
What I'm asking:
- Does this vision actually solve a real frustration for you?
- What's the one thing about existing engines (Construct, GameMaker, Godot 2D, etc.) that drives you nuts?
- Anyone interested in testing a rough prototype in 1-2 weeks?
I know solo engines are notorious graveyards. Scoping tight: no multiplayer, no full particle editor, no plugins in v1. Just the cleanest "drop in component, ship a game" experience I can build.
Roast it, push back, or just discuss it