I took your idea, and applied to Unity (since every Unity tutorial sucks no joke, and Unity is the best engine candidate for my game idea & ambitions). I however do not use Claude (and won't since once you hit the mystical limit you are dead in the water until your usage resets), and opted instead to firstly try this on Local LLMs (realized that transferring states between my desktop and laptop would be quite problematic), so I actually decided to shove this into Gemini, asked it to refactor your prompt around its capabilities and am instead leveraging NotebookLM which allows me to constrain what sources its able to use a lot harder (to supposedly prevent hallucinations).
I have to say, I am quite pleased so far with the output of this. This "get out of tutorial" hell prompt inspired by this is already teaching me things and I just finished the 1st module. I tweaked your 1st module to remove the tool setup / git setup since I don't need it that kind of an intro, and instead told it to fill that module with something more useful. I then explained my typical folder structure and it has me already confined to strictly using namespaces and assembly definitions to watch for dependency hell. Its actually kind of insane what Gemini was able to do to this prompt...
I do see a future in this, but for others reading, this can work with Local LLMs, it may be a bit harder. Probably constrain yourself to 1 machine and use something like Jan... Oh and you'll need to refactor the prompt quite a bit, and play with the available models quite a bit: Gemma4 / Qwen 3.6 were doing a decent job in my tests.
With Gemini, you can absolutely either leverage a Gem (customized model) or NotebookLM which has the added benefit of being more forced to cite things and constraining itself to the knowledge you are giving it, while also potentially adding in other tools that maybe some learners could find useful: Audio / Video summaries...
Thanks for the inspiration, this is what I have been looking for, for a while. I just need a tutor / answer my questions and get out of my way tool, not one to do things for me, but one that can just be helpful. Typically I take a very hard stance against GenAI / AgenticAI, but if it doesn't touch my game, the way I obtain knowledge is free-game.
vhalragnarok
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Thanks for playing our game! So there is a patch going out but due to the regulations it cannot be during the rating period, as its not actually a bug.
We plan to at the bare minimum have a keybind that will allow you to zoom out when you are small. There may be some other adjustments to the camera zoom.
I can't speak for the rest of the team here, but I will have to let you down.. I at least won't be taking this project further, I have another huge project I am working on that is quite unannounced (actually working with the same artist from this project), that will be a full blown Steam Game, Kickstarter funding and the whole works. I wrote a lot of this code in haste, and with 0 intent of trying to figure out how to scale it.
It is MIT Licensed and on GitHub!
So we used to also be able to pull blocks.
There was an issue with how I wrote this logic that caused no small amount of headaches. On a sheet of paper my idea was the easy solution.. Turns out Godot was like "No. I don't like that."
It was only after release I thought of a potential better solution, but its now too late, and none of our puzzles were designed around being able to pull a block, so its not a planned feature.
So a Mini-map was proposed to me on like Friday... I turned it down due to scope / being able to test it. I however do agree it would have been a good addition.
I have a patch coming after the rating period that should make things a bit fairer. You'll get a new keybind that if you hold down while small you can zoom out and see the room you are in. I hope that will alleviate some issues.
For now the work around is to play fullscreen! Cheers!
So yes the movespeed is constant. I didn't have much time to adjust and finetune the camera zoom.
So a little story: I had what I thought our game was going to be coded the night this jam came online. I had a far different impression of how things were going to go due to our voice call ideas pitch. So in the middle of this week came some heavy rewrites and with that came bugs and we ran out of time to tune the zoom.
I want to push out a patch that you'll see next week due to rules and regulations that will add a button to zoom out while small (has to be held down). Hopefully that will help!
Bosses were on the easy side, there was no "Hey you completed the game" bits, but for what you did in the span we had, I enjoyed it.
I ended up up using the firespelll too much, maybe introduce Mana or put a Cooldown on it to discourage spamming. This is a really hard subject, but with what you have if you took time to think ahead about how things could shake up balance wise you have the makings of something really solid. RPGs and ARPGS like this are not for the faint of heart to develop, and just seeing a responsive combat system is impressive enough. Then again 10 days to architect and make a prototype RPG let along ARPG is a tall order, so pat yourself on the back for a job well done!

