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Microwave Man currently features a single level built with Godot’s TileMap system. The goal is straightforward: start at the bottom of the map and climb to the end zone at the top, picking up coins along the way. This page describes the scene structure, the tileset used, and how each part of the level is wired together in Godot.

Level overview

The level is vertically oriented — the player spawns near the bottom of the map and must navigate upward through platforms to reach the exit. There are no branching paths or multiple stages in the current build; the entire playable area is contained within a single main.tscn scene.

Player start position

When a new game begins, main.gd places the player at a fixed world position:
func new_game():
    score = 0
    var player = get_node("Player")
    if player:
        player.start(Vector2(-589, 471.99997))
The start coordinates are Vector2(-589, 471.99997), placing the player near the bottom-left of the level. The fractional Y value (471.99997) is an artefact of Godot’s editor snapping and is functionally equivalent to 472.

End zone

The exit is an Area2D node defined in end.tscn. When the player’s body enters the area, the game transitions immediately to the end screen:
extends Area2D

func _on_body_entered(body):
    if body.is_in_group("player"):
        get_tree().change_scene_to_file("res://endcreen.tscn")
Only bodies in the "player" group trigger the transition, so environmental physics objects or other nodes will not accidentally end the game.

Coins

Coins are individual Area2D nodes (coin.tscn) placed as instances throughout the level. They are not procedurally generated — each coin is positioned manually in the Godot editor. Collecting a coin plays an animation and a sound effect but does not directly add to the score (see Mechanics for scoring details).
The web beta channel at titledgames.github.io/microwave-man/beta is updated with pre-release builds, so you can explore the latest level changes before a stable release ships.

TileMap and tileset

The level geometry is built with a TileMap node using the tilemapthingymabober.tres tileset resource, defined in tilemap.tscn. Platforms, walls, and floors are all drawn from this single tileset. The TileMap handles collision automatically through Godot’s physics layers.
tilemap.tscn
└── TileMap
    └── tileset: tilemapthingymabober.tres

Scene list

The full game is split across four primary scenes and several supporting scenes:

main_menu.tscn

The title screen. Shows the game version, Play Game, Extras, and Quit buttons. Sets Discord Rich Presence on desktop.

main.tscn

The gameplay scene. Contains the Player, TileMap, HUD, coins, end zone, and all game logic nodes including timers.

endcreen.tscn

The end screen shown after the player reaches the exit. Provides Play Again, Back to Main Menu, and Quit options.

about.tscn

The extras/about screen, accessible from the main menu’s Extras button.
Supporting scenes loaded at runtime:
  • coin.tscn — instanced into main.tscn for each collectible coin in the level.
  • coin_sfx.tscn — instanced dynamically on coin collection to play overlapping audio.
  • end.tscn — the end zone Area2D placed at the top of the level.

Scene transition flow

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