Work / Games & Simulation
Colossus Wake
One-night Godot 4.6 action-platformer prototype set on a sleeping titan, built by directing OpenAI’s Codex agent.
- Godot 4.6 (Forward+, Jolt)
- GDScript
- Godot shading language
TL;DR
- One night, one coding agent, a written spec per system: how much of a 2D action-platformer comes back?
- A lot of the systems layer. A tunable movement controller, four enemy archetypes, a boss framework, checkpoints and three zones.
- No art and no export yet. Parked since June 2026.
What came back
- Movement you can tune: coyote time, jump buffering, variable-height and double jumps, a dash with invincibility frames, and a downward pogo attack.
- Enemies on a shared base class: four archetypes, plus a boss framework with one boss.
- World: checkpoints, three zones with transitions and lore tablets, set on a sleeping titan.
- Presentation: a switchable graphics-preset system with a vignette shader.
Status
Explored. There are no commits and no playable export, and the art is still missing. The next step would be a playable export and a person tuning the movement by hand.
Verified numbers
| Metric | Value | Source |
|---|---|---|
| GDScript and shader lines | 4,005 | local: new-game-project/ |
| Scenes | 31 | local: new-game-project/scenes/ |