Two neon blobs in the Temple Court arena: the cyan blob swings at the glowing ball, the orange one jumps to block.

Free couch party game - macOS + Godot project

100% made with AI

A whole universe of blobs: blob volleyball as a glowing low-poly arena game - plus six more party games for 2-4 players. Free to play, free to fork.

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  • 7 games
  • 14 arenas
  • 2-4 players
  • 16 blob colours
  • Custom controls
  • Rollback netcode
  • No cookies
  • No tracking
  • No external requests
  • 100% AI-built
  • MIT licensed

01 // Games

Seven games. One blob.

Every game is couch multiplayer first - keyboard halves and gamepads on one screen - with an online option. Pick one in the lobby, add CPUs, press start.

1v1 - local, online, vs CPU

Blobby Ball

The blob duel over the net, in 3D. Smash, smash serve, classic side-out or rally rules - on deterministic 120 Hz physics where nothing ever tunnels through anything.

2-4 players

Blobby Ball 2v2

A court with depth: three touches per team, every touch charges your power smash. Power-ups GROW, SHRINK, BOMB, TURBO, CHARGE - and team mates bump each other.

2-4 players

Blob Brawl

Platform fighter where the ball is the trophy: hold it to fill your meter, every hit knocks it loose. SHIELD, GIANT and BOMB power-ups. Classic stocks mode included.

2-4 players

Blob Race

Elimination race on a deep track. The left screen edge kills - shove, stomp, grab and throw, and catch the golden ball for an extra point.

2-4 players

Blob Micro Racers

Tiny cars on giant tables: breakfast, workbench, kids' desk, pool table. Drift for mini-turbos, rocket starts, ramps over gaps, items.

1v1, 2v2, with CPUs

Autoball

Car football without flying: blue vs orange on a glass-walled island pitch. Boost pads, jump, dodge, powerslide, golden-goal overtime.

4 vs 4 from above

Blob Tactics Soccer

Everyone plans at the same time, then all moves play out together. Dash, tackle, hold, kick and pass - and the arrows show exactly where you will stop.

Secret

Flawless ???

Win a classic Volley match without conceding a single point... and see what happens to the loser.

02 // Made by AI

Zero lines written by hand.

Every line of code, every 3D model, every shader, every test - and this website - was written by AI models. A human set the direction, made the calls and play-tested. Here is the honest breakdown.

3

days of development

29 Sep - 1 Oct 2026

  • ~24,800

    lines of GDScript

  • 90

    scripts

  • 47

    shaders

  • 12

    Python tools (Blender + Gemini)

  • 27

    automated test suites

  • 15

    releases (v1.0 - v1.13)

  • 7

    game modes

  • 14

    arenas

  • 48

    announcer voice lines

  • 3

    music tracks

  • 31

    devlog entries

  • 59

    devlog screenshots

Who did what

Anthropic

Claude

Code, 3D, shaders, tests, docs

  • All game code: physics, rules, rollback netcode, CPU opponents, UI
  • All Blender scripts: blob model and rig, 14 arenas, props, animation retargeting
  • All shaders, all automated tests, the devlog
  • This website

Google

Gemini

Concept art, voice, music

  • Gemini 3 Pro Image: concept art and style exploration
  • Gemini TTS: the gravelly tournament announcer
  • Lyria 3.5: three original arcade-techno tracks

Human

Leonhard

Direction, decisions, play-testing

  • Picked the style, the games and the rules
  • Play-tested every version and sent the feedback
  • Had the ideas the AI would not have had - see below

The human in the loop

Real play-test feedback from the devlog - the prompts that shaped the game.

  1. > Prompt // #26

    I can't survive ten seconds in Micro Racers. Does the screen rule only apply to the players?

    Leonhard

    Result v1.7: a camera that zooms out, catch-up speed, cars that can always turn.

  2. > Prompt // #27

    Once the driving works: a micro Rocket League without flying - Autoball.

    Leonhard

    Result v1.8: Autoball, built on the Micro Racers handling.

  3. > Prompt // #28

    The blobs are a bit too see-through, sometimes you lose track of them. Music is still missing - the sound effects, on the other hand, go down really well.

    Leonhard

    Result v1.9: solid blobs, three original tracks - and a secret.

  4. > Prompt // #29

    Can your own side be shown mirrored? For example, if someone struggles playing on the right.

    Leonhard

    Result v1.10: "Right side: mirror view" - your opponent never notices.

  5. > Prompt // #30

    A rendered scene, please - not a drawing.

    Leonhard

    Result v1.10: the loading screen is now a real in-game render.

  6. > Prompt // #31

    Blob Race needs depth - everyone running behind each other is far too hard. They should start side by side, and maybe chase a ball that gives points.

    Leonhard

    Result v1.12: lanes in depth and the golden ball.

  7. > Prompt // #33

    The controls have to be configurable - where to jump, where to run - per game, and for up to two players on one keyboard. And once I add a CPU I cannot remove it.

    Leonhard

    Result v1.13: own controls per game and device, a ready lobby with CPU seats - and the new name Blobbyverse.

Concept to game

Day 1: Gemini painted the target look. Then Claude rebuilt it in Blender and Godot. Drag to compare.

Screenshot of the Spike Bridge arena in the game.
Concept art of the Spike Bridge arena: neon low-poly bridge with two glowing blobs.
Six blobs in different neon colours standing in a row.

Pick your colour.

One jelly shader, endless blobs. Faceted, glowing and a little bit wobbly.

03 // Features

Built for the couch.

  • Couch multiplayer 2-4

    Two players per keyboard plus any standard gamepad - Xbox, PlayStation, Switch Pro, 8BitDo. Every control can be changed per game and per keyboard half or gamepad.

  • One lobby for everything

    Boots straight into the lobby while the selected game plays itself behind the menu. Join, pick one of 16 colours, fill seats with CPUs, everyone presses ready - 3, 2, 1, go. After the match you are back in the same lobby.

  • Online + LAN, rollback netcode

    GGPO-style rollback, LAN discovery or direct IP. Soak-tested with 50 ms latency, 30 ms jitter and 10 % packet loss: zero desyncs.

  • CPU from Easy to Elite

    Four levels for every game. Fill empty seats with CPUs - or watch four Elite bots fight it out.

  • Music + announcer

    Three original 90s-arcade-style tracks and a gravelly tournament announcer with 48 voice lines.

  • Mirrored view

    Playing on the right? Mirror the picture so your blob is always on the left. The game and your opponent never see a difference.

04 // Devlog

From blank folder to v1.13.

33 devlog entries, 63 screenshots - every decision, every bug, every feedback round. Here are the highlights.

Read the full devlog

05 // Download

Free. No account. No strings.

Download the game for your Mac, or grab the complete Godot project and make it your own - MIT licensed.

Version 1.13

macOS app

macOS 11 or newer - Apple Silicon or Intel

Size
84.8 MB
SHA-256
1d902a70a12460834c003f860feddffdbbf683d94fc95d24636794428da389d8
Download for macOS

Blobbyverse-macOS.dmg

Version 1.13

Godot project

Godot 4.7 - open project.godot and press Play

Size
58.8 MB
SHA-256
5e5ba6e8001ca075c4d614cd0b2139778a85e0672d0aeb1b8ae095e6bf1e8bdf
Download project (ZIP)

Blobbyverse-Godot-Project.zip