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A solo boss-raid action RPG in Godot 4.7 where the whole raid is one player: 10 three-phase bosses, 6 classes, and 3 AI allies who keep the pressure on but can never land the finishing blow - only the human's Counter opens the party burst window. A playable vertical slice with commercial-slice breadth, not a released game.
Capital-ship artillery combat reinterpreted in space: shells with finite travel time, inertial lead, armour-angle penetration, and capture zones instead of kill counts - on a deterministic 30 Hz simulation in Godot with 8 hull classes defined as data. An offline solo vertical slice; the does-it-feel-good verdict is still an open owner gate.
Completed Godot vertical-slice prototype: compose party playbooks, seal immutable orders, observe deterministic autonomous expeditions, and audit the outcome.
Reseed a dying valley while a wildfire races you across the same 16-parcel map - player and fire run through one shared deterministic propagation kernel with different constants, so a win is tempo and positioning rather than a stat check. A Godot 4.7 vertical slice: sim and balance harness done, presentation still greybox.
A low-poly 3D tower defense in Godot where you place the enemy's spawn gates yourself - and the 5 anti-abuse placement reason codes that stop you cheating are published in-game instead of hidden in the code. 30 Hz deterministic sim, flow-field pathfinding, perf gates written before the content. An early slice: 5 towers, 3 enemy types.