Solo Action-Roguelite Portfolio Game
A low-poly 3D action-roguelite dungeon crawler in Godot.
Built with
What
A solo, low-poly 3D action-roguelite dungeon crawler. Hades-shaped run, dungeon cadence borrowed from World of Warcraft’s Mythic+ vocabulary — rolled affixes, talent-flavored boons, one floor boss per run.
Why
The roguelite shape forces every system to be playable in isolation, which makes it the right shape for a single-developer portfolio piece on a fixed timeline. The Mythic+ affix layer is the part of dungeon design most worth lifting into the genre and the part most worth building from scratch.
Stack at a glance
- Godot 4 — engine and editor
- GDScript — language
- GUT — unit and scene test framework
- Lefthook — pre-commit gates running gdformat, gdlint, parse-check, and GUT
- Paid low-poly character and environment kits — visual asset library
- CC0 audio — royalty-free SFX and music
How it’s built
A hard-rule set centered on agent-runnable verification: no design where only a human can tell whether the system worked. TDD is mandatory for gameplay-core surfaces — combat math, ability resolution, boon application — while UI and scene authoring are exempt. A PM agent owns governance documents and ratifies decisions from the other agents into an append-only log.