Godot Wild Jam #94 · Team CABFY · Theme: “Mutation”

Chimeracers

A disgraced scientist makes a living the only way left to him: mutating the animals in his pen into chimeras and racing them for cash. Experiment between races to stack stat-bending mutations, then line up against the field.

Chimeracers title art — a rabbit-crocodile hybrid racing a winged pig

The Jam

Godot Wild Jam is a themed, community-rated jam run roughly monthly, made entirely in the Godot Engine. Entry #94, built with Team CABFY.

JamGodot Wild Jam #94
DatesJune 12–21, 2026
Duration9 days
Theme“Mutation”
TeamCABFY
EngineGodot 4
My roleEDIT Programming

Play It

Jam build

EDIT: controls in one line, e.g. “Arrow keys / WASD to drive, Space to boost. Gamepad supported.” Runs in your browser; may take a moment to load.

Chimeracers · Godot Wild Jam #94 build, unpatched

The Team

Team CABFY — five people over nine days. EDIT the names, roles, and links; delete any slot you don’t need.

Faust

Faust

Programming, Editing, Zookeeper

Cornbread

Cornbread

Programming, Editing

YetiMcLeti

YetiMcLeti

Editing, Art

Alolan Isaac Jackson Edition

Alolan Isaac Jackson Edition

Music

BobbyBrown

BobbyBrown

Art Direction

What We Made

Splice animals into chimeras and race them for cash.

A scientist — kicked out of university for unethical experiments, then fired from the pet store — needs a new way to make a living. The answer: mutate the animals in his pen into chimeras and enter them in races. That’s the theme, “Mutation,” as the whole premise rather than a single power-up.

Between races you Experiment on your racer, stacking mutations that trade one stat against another — +200% top speed but +200% sprint cost, +50% acceleration for +100% energy recovery. Then you line up against the rest of the field and watch it play out on the track.

Mid-race — creatures spread across the lanes heading for the checkered finish

What I Built

I owned the animals end to end — how they look, how they move, and the mutation system that warps them.

Animal design

Designing the roster of chimeras — the base animals and the mismatched pairings that make each one read at a glance: the rabbit, the aardvark, the boar, the elephant, the turtles. Silhouette and colour first, so they stay distinct in a five-wide field on a small screen.

Mutation system

The “Experiment” loop that defines the game: mutations are percentage modifiers (top speed, acceleration, sprint cost, sprint power, energy recovery) that stack onto a racer’s base stats, usually buffing one thing while taxing another. Set up as data so a mutation can be added or retuned without touching the race code.

Animal animation

Sprite animation for every creature — run cycles, idle, and the start and finish beats — kept cheap enough to have the whole field animating at once during a race.

Screenshots

Post-mortem

What went well

  • Team communication — the team stayed coordinated over Discord for the full nine days.
  • Artwork production — art got made quickly and held a consistent style across the whole roster.
  • Music — the soundtrack came together well and fit the game’s tone.

What I’d do differently

  • Asset workflow for the animal combinations — every chimera pairing needed hand-editing to look right, so the number of combinations we could ship was capped by manual work. A modular rig or a way to blend parts procedurally would have let the mutation idea go much further.

Tools used

  • Godot 4
  • Aseprite
  • Krita
  • LMMS
  • Git + GitHub
  • Discord