godot
Opus 5: What I Learned in Three Days, Not a Perfect Demo
Three days with Opus 5, never above "high" reasoning, and a 9mm I fired ricocheted off a steel door and killed me. Nobody scripted that. This is Project Pool, a shooter built in Godot 4. Every "I built a game with AI" video I watch stops at a cube bouncing on a grey plane, so this one goes the other way: what the systems actually do, how I asked for them, and where the model fell apart. WHAT'S IN IT Ballistics. Every round is a real object with mass and travel time. No hitscan, so you lead your shots. Impact angle decides penetration, deflection or ricochet. Caliber decides how much energy there is to spend, and whatever survives the wall is what reaches the person behind it. Explosives. Grenades throw individually simulated fragments instead of applying a damage radius. Half a concrete wall saves you, plywood doesn't. Every fragment path is drawable in a debug view. Bodies. Ragdolls driven by impact point and momentum. Where you hit someone changes how they fall. The world. A full interior level with real lighting, sunlight through windows and shadows that move. Every room specced with exact wall coordinates and ceiling heights before a single mesh existed. The pipeline. Assets modelled in Blender, driven by the model through MCP. Textures and concept art through the OpenAI API. HOW I ASKED 1. Specs before code, with real numbers. Wall coordinates, ceiling heights, material resistance values. Not "make it realistic". 2. Read the existing code before writing new code. Most AI-project spaghetti is a model rebuilding what already exists. 3. A definition of done, plus a test that enforces it. My level geometry only stopped leaking once a script was firing rays out of the map hunting for holes. 4. Every taste decision stayed mine. The ballistics were correct on the first pass and felt wrong. Correct and good are different targets.
TIEFGANG – a deep-sea roguelite FPS for 1–4 players. Free test build, looking for honest feedback
TIEFGANG is a fast first-person roguelite shooter. Every dive takes you room by room through 14 depths, and every room makes your build a little stronger and a lot stranger. What's in the test build - 9 weapons, each with its own mechanic – a harpoon gun that reels enemies in on barbs, a bell you ring in rhythm until it drops a Great Toll, sticky depth charges you chain-detonate - 95 charms, 36 blessings + 6 duo blessings – elements (Tide, Blood, Lightning, Void) with reactions like black-hole singularities and chain lightning - 5 areas, 5 bosses, 50 enemy types , each with readable telegraphs and a window to counter - Co-op for 1–4 players via room code – usually no port forwarding - 10 pressure levels , daily runs, endless mode and an online leaderboard - Auto-updater, English & German, full controller support Built with Godot 4.7 (Forward+, baked lightmaps, Jolt physics), Blender for models. I'm a solo dev working with AI coding agents (Claude Code), and I'm being upfront about that. What I need from you It's a free test build , so expect rough edges. I'd love honest feedback: - When were you hooked – and when did it get boring? - Do weapons and enemies feel good and fair? - Anything ugly, confusing, buggy, too hard or too easy? "This part sucks because…" helps me far more than "looks nice". Youtube: https://youtu.be/tkctaA9vnpo?si=rfn-5KdAPFYAHwNo ▶ Play (Windows, free): https://osugerman.itch.io/tiefgang 🌐 Website & trailer: https://osugerman.github.io/Tiefgang-Releases/ 🐛 Bugs & feedback: https://github.com/OsuGerman/Tiefgang-Releases/issues Thanks for diving in! 🤿