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.

Status
explored
Role
Solo: task specs and direction; code by OpenAI Codex
Timeline
Jun 2026 →
  • 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

MetricValueSource
GDScript and shader lines4,005local: new-game-project/
Scenes31local: new-game-project/scenes/
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