Hi I'm David I'm Godot developer, Im programmer and game artist, do you want work together?
Blazion
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after 5 months decided to discuss with the prototype of my game, it was so difficult both morally and physically, but I could at least bring it to some kind of game version I will be glad if the form of the game. you can try the game here https://redd1amond.itch.io/tloe
You are a lone knight, cursed to wander the fragments of this broken realm.
Step through mysterious portals into ever-changing biomes. Mine resources, battle corrupted creatures, discover rare weapons — and fight your way back… before death takes it all.

Today I started my challenge to create a game in 7 days.
Today I started my challenge to create a game in 7 days.
First, I selected a theme — I went with "gathering". The theme was suggested by AI, but the idea is all mine.
The concept I came up with is about traveling through random dimensions and gathering resources to help a village grow and progress. Yeah, the idea is pretty basic — I know — but I like it. I want the game to feel a little like Terraria and Stardew Valley.
🎮 My Inspiration
What I love about Terraria is the freedom to explore and how every world feels different and mysterious. From Stardew Valley, I want to bring in that cozy atmosphere — the feeling that even grinding can be relaxing if done right. I hope to create something that blends both: a cozy game with surprises and exploration.
⚙️ What I Did Today
-
I created a simple system that generates random names for each location.
Player Logic
Crystal logic
Life bar like terraria
-
I started planning out how the dimension travel will work.
🧠 Today's Challenges
It took me longer than expected to figure out how to generate good random names. I didn’t want names to sound too similar or too weird. I might improve it later by adding name templates or lore-based prefixes.
Also, just organizing the basic structure of the project and figuring out what to do first took more time than I thought.
📅 Plans for Tomorrow
-
Add first types of resources that the player can gather.
-
Add basic enemies that appear in random dimensions.
-
Try to make simple combat and resource drops.

I also created a system that generates a random name for each location.
@export_category("Language-Based Name Generator")
@export var language_rules: Dictionary = {
"syllables": ["ar", "thor", "mor", "del", "fin", "gal", "len", "dor", "eth", "ion"],
"prefixes": ["Dark", "High", "Old", "Lost", "New", "Great", "Little"],
"suffixes": ["ville", "ham", "ford", "bury", "stead", "wick", "mouth"],
"patterns": [
{"template": "PREFIX-SYLLABLE", "weight": 0.3},
{"template": "SYLLABLE-SYLLABLE", "weight": 0.4},
{"template": "SYLLABLE-SUFFIX", "weight": 0.3}
]
}
func generate_location_name() -> String:
var pattern = select_pattern()
var name = ""
for token in pattern.split("-"):
match token:
"PREFIX":
name += language_rules["prefixes"][randi() % language_rules["prefixes"].size()]
"SUFFIX":
name += language_rules["suffixes"][randi() % language_rules["suffixes"].size()]
"SYLLABLE":
name += language_rules["syllables"][randi() % language_rules["syllables"].size()]
_:
name += token
# Делаем первую букву заглавной
if name.length() > 0:
name = name[0].to_upper() + name.substr(1)
return name
func select_pattern() -> String:
var total_weight = 0.0
for p in language_rules["patterns"]:
total_weight += p["weight"]
var random_value = randf() * total_weight
var cumulative_weight = 0.0
for p in language_rules["patterns"]:
cumulative_weight += p["weight"]
if random_value <= cumulative_weight:
return p["template"]
return language_rules["patterns"][0]["template"]
Embark on an epic journey into the depths of endless dungeons in this action-packed adventure game. Delve into the unknown, gather resources, and confront ferocious monsters as you strive to uncover the secrets lurking beneath the surface.
With each descent, the challenges grow fiercer, but so do your skills. Upgrade your weapons and armor, hone your combat abilities, and discover new strategies to overcome ever more daunting foes.
But the adventure doesn't end there. When you emerge from the depths, you'll find yourself in a vast world ripe for exploration. Navigate dense forests, treacherous mountains, and mysterious landscapes as you search for clues to your next adventure.
Can you survive the perils of the underground and uncover the truth hidden in the shadows? The journey awaits in Caves & Swords.
Прив! круто что тебе понравился моя игра, про минус, это так задумано, чтобы игроки начали поворачивать потому что так я игроку заставляю использовать механику, если исправить это игроки не поворачивал в нужный угол для прохода , а каждый часть уровня создан для под отдельный угол. Жду видео про твою игру.





