This paper presents the design and implementation of LostDune, a 2D side-scrolling platformer game developed using the Godot 4 game engine. The project demonstrates the practical application of fundamental computer science concepts including Finite State Machines (FSM) for character behavior management, kinematic physics simulation for responsive player movement, and modular software architecture using object-oriented design principles. The game features three progressively challenging levels with distinct environmental themes, implementing core mechanics such as precise platforming, enemy AI with patrol behavior, collectible systems, and persistent data storage. Performance analysis demonstrates stable 60 FPS gameplay with input latency below 50ms, validating the efficiency of the Godot engine's 2D rendering pipeline. The development process emphasizes "game feel" through implementation of techniques such as Coyote Time and Jump Buffering, resulting in responsive and satisfying player controls. This work serves as a comprehensive case study for game engineering education, demonstrating the integration of physics, AI, and UI systems within a real-time interactive application.
2D Platformer, Finite State Machine, Game Development, Godot Engine, Kinematic Physics, Game Feel
IRE Journals:
Tejas Mhatre, Mayuresh Samel, Umakant Chaudhari, siddhant Banekar "LostDune: A 2D Platformer Game Using Godot 4 Engine with Finite State Machine Architecture" Iconic Research And Engineering Journals Volume 9 Issue 8 2026 Page 1766-1770
IEEE:
Tejas Mhatre, Mayuresh Samel, Umakant Chaudhari, siddhant Banekar
"LostDune: A 2D Platformer Game Using Godot 4 Engine with Finite State Machine Architecture" Iconic Research And Engineering Journals, 9(8)