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.
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.
01 // Games
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
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
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
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
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
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
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
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
Win a classic Volley match without conceding a single point... and see what happens to the loser.
02 // Made by AI
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
Anthropic
Code, 3D, shaders, tests, docs
Concept art, voice, music
Human
Direction, decisions, play-testing
Real play-test feedback from the devlog - the prompts that shaped the game.
I can't survive ten seconds in Micro Racers. Does the screen rule only apply to the players?
Result v1.7: a camera that zooms out, catch-up speed, cars that can always turn.
Once the driving works: a micro Rocket League without flying - Autoball.
Result v1.8: Autoball, built on the Micro Racers handling.
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.
Result v1.9: solid blobs, three original tracks - and a secret.
Can your own side be shown mirrored? For example, if someone struggles playing on the right.
Result v1.10: "Right side: mirror view" - your opponent never notices.
A rendered scene, please - not a drawing.
Result v1.10: the loading screen is now a real in-game render.
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.
Result v1.12: lanes in depth and the golden ball.
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.
Result v1.13: own controls per game and device, a ready lobby with CPU seats - and the new name Blobbyverse.
Day 1: Gemini painted the target look. Then Claude rebuilt it in Blender and Godot. Drag to compare.
One jelly shader, endless blobs. Faceted, glowing and a little bit wobbly.
03 // Features
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.
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.
GGPO-style rollback, LAN discovery or direct IP. Soak-tested with 50 ms latency, 30 ms jitter and 10 % packet loss: zero desyncs.
Four levels for every game. Fill empty seats with CPUs - or watch four Elite bots fight it out.
Three original 90s-arcade-style tracks and a gravelly tournament announcer with 48 voice lines.
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
33 devlog entries, 63 screenshots - every decision, every bug, every feedback round. Here are the highlights.
05 // Download
Download the game for your Mac, or grab the complete Godot project and make it your own - MIT licensed.
macOS 11 or newer - Apple Silicon or Intel
Download for macOSBlobbyverse-macOS.dmg
Godot 4.7 - open project.godot and press Play
Download project (ZIP)Blobbyverse-Godot-Project.zip