Gold Miner — a procedural arcade game, and a Godot codebase to learn from

Swing the claw, time your drop, and haul up gold, gems, and the occasional mole before the clock runs out. Heavy loads reel in slowly, so every grab is a gamble. Clear the cash goal each level, then spend your haul in the shop on consumables — a strength surge to muscle up a giant nugget, a lucky charm to double your next catch, dynamite to blast a rock off the line, or a pocket watch to buy precious seconds. Watch out for the TNT barrels.

Play it free in your browser. Buy this listing to get the complete, clean, commented Godot 4.6 project plus a Windows build.

The hook: zero art, zero audio files

This entire game ships with no PNGs, no WAVs, no OGGs — nothing. Every visual is drawn at runtime with Godot's _draw() API, and every sound is synthesized into audio at startup. That means:

  • Tiny footprint and nothing to license or attribute for assets.
  • Infinitely tweakable — change a number, get a different look or sound.
  • Resolution-independent, crisp at any size.
  • A great way to learn how far you can get without an art pipeline.

Systems implemented

  • Pendulum claw mechanic — swing, fire, and weight-based reel-in.
  • Procedural item system — 10 loot types (gold in 3 sizes, rocks, diamonds, mystery bags, bones, moles that pace around, and TNT that detonates on grab and vaporizes nearby loot), each drawn from primitives.
  • Weighted random loot — mystery bags with rare jackpots and rare duds.
  • Consumable inventory + hotbar — stockpile items in the shop and activate them by hand mid-run (timed strength surge, next-catch doubler, +time, bombs).
  • Shop & economy — buy stackable consumables and a permanent passive.
  • Procedural audio engine — PCM-synthesized SFX (a pendulum tick, a reel loop whose pitch tracks load weight, a value-scaled pickup chime, explosions, and win/lose jingles), all AudioStreamWAV, no files.
  • Game feel / juice — camera screen shake, grab flashes, and a claw that strains and wobbles under heavy loads.
  • Full game loop — title, levels with a timer and rising goals, results, shop, game over, and an in-game credits/licenses screen.
  • Pause system (resume / restart level / quit to menu) and save/load of your best score.
  • Export pipeline — Windows + Web presets and one-command build/serve scripts.

Plug-and-play modules you can drop into other projects

These are small and self-contained — lift them straight into your own Godot games:

  • GMAudio.gd — a procedural SFX bank. Synthesize beeps, chimes, looped tones, and noise bursts into AudioStreamWAV at runtime. Ship a game with no audio files. The single most reusable piece here.
  • Screen shake via a Camera2D offset — world coordinates stay intact, so gameplay math is unaffected.
  • Best-score save/load with ConfigFile (user://).
  • Pause + quit-to-menu using the PROCESS_MODE_ALWAYS / PAUSABLE pattern, done right (the controller stays alive to read input while gameplay freezes).
  • Floating damage/score text via tweens.
  • Procedural shape helpers — seeded "blob" polygons, gem facets, and small vector icons drawn from primitives.

How the procedural generation works

Three layers, all seeded for repeatable results:

  1. Art — ores are lumpy polygons built from a seeded RNG; diamonds are faceted gems; the miner, cave strata, and dirt speckles are composed from rectangles, lines, and circles; UI icons (dynamite stick, potion flasks, clock) are tiny vector drawings. Everything lives in _draw().
  2. Audio — each effect is a math function of time (square / saw / sine waves, envelopes, white noise) sampled into 16-bit PCM and wrapped in an AudioStreamWAV. Pitch is modulated live by item weight and value.
  3. Levels — loot is placed by seeded rejection-sampling to avoid overlap, counts scale with the level, and mystery bags use a weighted roll.

What you get (paid)

  • The complete Godot 4.6 project — every script, commented, organized.
  • A ready-to-run Windows build (single .exe).
  • Export & local-serve scripts for Windows and Web.
  • A clear license (see below).

Controls

  • Space / Down — drop the claw
  • 1–4 — use a hotbar consumable
  • Up — quick-detonate dynamite on a heavy load
  • Esc — pause  
  • R — restart level
  • Q — quit to menu (from pause)
  • C (title) — credits & licenses

Requirements

  • Play: any modern desktop browser, or 64-bit Windows for the download.
  • Edit the source: Godot 4.6 (GDScript build), free from godotengine.org.

Built with

Made with the Godot Engine (MIT). The engine's attribution is shown in-game and included in THIRD_PARTY_NOTICES.md.

License

The game code is original and provided under the terms in LICENSE (all rights reserved by default — you may study and build it for your own use, but not resell or redistribute the source). No third-party art or audio is used.

Purchase

Get this game and 4 more for $19.95 USD
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$9.99 $3.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $3.99 USD. You will get access to the following files:

GoldMiner-windows.zip 34 MB
GoldMiner-source-godot46.zip 26 kB

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