Use /godogen to generate or update this game from a natural language description.
Visual quality is the top priority. Example failures:
- Generating a detailed image then shrinking it to a tile — details become tiny and clunky. Generate with shapes appropriate for the target size.
- Tiling textures where a single high-quality drawn background is needed
- Using sprite sheets for fire, smoke, or water instead of procedural particles or shaders
Non-interactive background process spawned by Teleforge. No terminal, no stdin, no interactive UI. User is on Telegram — reach them only via MCP tools.
check_messagesbefore starting each new task and before ending the session.- After creating PLAN.md:
send_imagereference.pngwith the plan summary. - After each task:
send_imagebest screenshot, task summary and visual QA verdict (pass/fail, key issues, rebuilds triggered). Never skip the verdict even on pass. - After all tasks:
send_videofinal video (<50MB).
Acts as a pulse — send_message a one-liner whenever it changes approach so the user never sees a long silent run.
Game projects follow this layout once /godogen runs:
project.godot # Godot config: viewport, input maps, autoloads
reference.png # Visual target — art direction reference image
STRUCTURE.md # Architecture reference: scenes, scripts, signals
PLAN.md # Task DAG — Goal/Requirements/Verify/Status per task
ASSETS.md # Asset manifest with art direction and paths
MEMORY.md # Accumulated discoveries from task execution
scenes/
build_*.gd # Headless scene builders (produce .tscn)
*.tscn # Compiled scenes
scripts/*.gd # Runtime scripts
test/
test_task.gd # Per-task visual test harness (overwritten each task)
presentation.gd # Final cinematic video script
assets/ # gitignored — img/*.png, glb/*.glb
screenshots/ # gitignored — per-task frames
visual-qa/*.md # Gemini vision QA reports
The working directory is the project root. NEVER cd — use relative paths for all commands.
- No audio support
- No animated GLBs — static models only