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Dawnkeep · Oath of the Last Light

Godot · Eight-wave hero defense with a native Web playable

Actual native Dawnkeep view: floating woodland, two stone paths, the Dawnheart shrine and a supporting tower
Actual native Dawnkeep view: floating woodland, two stone paths, the Dawnheart shrine and a supporting tower
GodotBlenderInteractionGame prototypeNative projectVerification

Creative goal

Make an original, playable and reproducible native hero-defense game, supporting public play with pinned source, real input, natural win/loss outcomes, artifact hashes and explicit rights boundaries.

Play Elyra, the Dawnwarden, and protect the Dawnheart in a floating woodland. Intercept enemies, upgrade equipment, cast Q/E/R abilities and build supporting towers through eight waves and the Crownless King. Includes native English/Chinese UI, browser play and an editable Godot project.

Models and versions

Production, post-production and review are attributed separately. Unknown means records are insufficient; it does not mean the current model produced the work.

Planning
Unknown · Reasoning effort:Unknown

No independently verified model and reasoning-configuration record is available; neither is inferred from filenames, results or later review.
Original hero-defense gameplay, level and evidence scope

Production
Unknown · Reasoning effort:Unknown

No independently verified model and reasoning-configuration record is available; neither is inferred from filenames, results or later review.
Godot scene persistence and Blender-native art production

Code
Unknown · Reasoning effort:Unknown

No independently verified model and reasoning-configuration record is available; neither is inferred from filenames, results or later review.
GDScript gameplay, native UI, browser shell and acceptance code

Reference
Unknown · Reasoning effort:Unknown

No independently verified model and reasoning-configuration record is available; neither is inferred from filenames, results or later review.
Official free assets, music, font and genre reference selection

Media processing
Unknown · Reasoning effort:Unknown

No independently verified model and reasoning-configuration record is available; neither is inferred from filenames, results or later review.
Actual native screen-capture editing and screenshot compression

Visual review
Unknown · Reasoning effort:Unknown

No independently verified model and reasoning-configuration record is available; neither is inferred from filenames, results or later review.
Actual screenshots and sampled film frames; no subjective listening

Technical review
Unknown · Reasoning effort:Unknown

No independently verified model and reasoning-configuration record is available; neither is inferred from filenames, results or later review.
Source hashes, real input, native reopening and publication-contract checks

Version history

  • v1 Eight-wave hero defense ·

    Publish the bilingual case, editable native ZIP, gameplay excerpt and sanitized acceptance records for frozen revision 957c1d3; verified gameplay is unchanged.

English translation. Read the original Chinese text. Source evidence, downloads and native artwork retain their original language.

Prompt

Reusable prompt template
Create an original hero-defense game: one movable hero protects a core, attacks nearby enemies automatically, earns gold and experience, buys equipment, casts active abilities and builds supporting towers. Include eight waves, a boss, win/loss and restart, English/Chinese UI and responsive controls. Create and save the native scene through actual Godot typed MCP. Author original environments natively in Blender and retain sources and licenses for third-party models, music and fonts. Verify through actual keyboard/mouse input and browser touch emulation; do not substitute injected victory states for play.

Reproducible instructions prepared from the work, not a verbatim transcript of private user chat.

Software and tools

Game host
Godot 4.6.3 · Linux x86_64 · Jolt · gl_compatibility
Adapter / Core
dcc-mcp-godot 0.9.6 · Core 0.20.42 · Server 0.20.45
Art and runtime environment
Blender 4.3.2 native Python; Xvfb / Mesa; Chrome 155.0.8059.39
Public gameplay excerpt
1280 × 720 · 58 seconds · H.264 / AAC · 20 fps
  • Godot typed MCP

    The actual host created and validated scripts, created the scene, attached scripts, saved, set the main scene, restarted the editor and reopened the scene; sanitized requests and host returns are public.

  • Blender native Python / glTF

    Original floating terrain, shrine and towers were authored in native Blender and exported as GLB; native reopening and blank-scene rebuild records are retained. This stage makes no Blender MCP authoring claim.

  • X11 / XTest / Playwright

    Actual OS input and browser mouse, keyboard and emulated touch control the real Godot engine; the observer is read-only and does not set victory or defeat.

  • FFmpeg / ffprobe

    Edit the continuous native recording into a short excerpt, retaining its source hash, exact time cuts and full-decode result; numerical audio checks are not subjective listening.

Refer to project documentation for installation, compatibility and current capabilities. This case's actual environment and execution evidence are recorded above.

Step-by-step process

  1. Build the hero-defense loop

    Hero equipment, leveling and Q/E/R abilities provide the main fighting strength. Four support-tower classes each have two upgrade branches; enemies approach along two paths toward the Dawnheart.

  2. Separate authoring from rendering evidence

    Godot scene persistence comes from actual typed MCP; Blender art uses native scripts; screenshots and film come from the running game in a graphical environment. Model and reasoning-effort attribution remain unknown because verified configuration records are unavailable.

  3. Complete actual victory and natural defeat

    Native eight-wave victory: core 20, 159 kills, zero hero deaths. Desktop Web: core 8, 149 kills, zero deaths. Both separately lost naturally in wave five and restarted through actual controls.

    Actual native eight-wave victory and START AGAIN control
    Actual native eight-wave victory and START AGAIN control
  4. Bound the portrait touch claim

    Chrome touch emulation at 390 × 844 exercised two waves, Q/E/R, shops and reset. The UI reflows in portrait with a closer tracking camera. Physical phones and multitouch were not tested.

    390 × 844 browser portrait touch-emulation combat with directional and ability controls
    390 × 844 browser portrait touch-emulation combat with directional and ability controls

Try it in your browser

WASD/arrows move, Q/E/R skills, Space next wave, Escape pause. Use the native equipment and defense buttons. The initial screen is Chinese: press L or EN for English. On phones use the visible touch controls.

Eight-wave hero defense. Click/tap the game to unlock audio; M or the native music button mutes it. No saved progress. Outer Reset reloads the real engine. Native and Web victory/defeat/reset passed on the recorded source; physical phones, subjective listening and physical-GPU performance remain unverified.

WebGL 2 · Godot 4.6.3 · Loads only after a click. Closing the demo discards unsaved state.

Open standalone ↗

Results

Five edited intervals from actual native screen capture show equipment, combat, the boss, victory, natural defeat and restart. Only time cuts and encoding were applied, with no additional speedup; the in-game 2x setting is visible. Native game audio is retained; subjective listening remains untested.
Actual native boss encounter: the Crownless King and the hero
1280 × 720 actual gameplay capture, JPEG compression only; no generative image editing.
Natural wave-five defeat with zero core health and the restart control
The defeat view is retained alongside success evidence; actual restart after natural defeat restored the initial state.

Verification and boundaries

Check records; each row distinguishes historical measurements from this review.
CheckResultObservations and supporting evidence
Godot native creation, save and reopenPassed37 recorded typed calls; 36 sanitized host exchanges are public, omitting skill-loading metadata. Four scripts, the scene and the main-scene setting were persisted.
Full actual-input acceptance on pinned sourcePassedRevision 957c1d3: 132 native and 128 desktop Web recorded checks; both completed eight-wave victory, natural wave-five defeat and actual restarts.
Separate logic, layout and shutdown checksPassedHeadless assertions: 78 mechanics, 28,051 layout, 135 integration and 56 shutdown. These synthetic tests do not replace actual input or visual acceptance.
Web lifecycle and emulated touchPassed39 recorded portrait checks; two waves and all Q/E/R abilities, reset, fullscreen, actual engine quit/restart and Retry after a required-download failure. Jolt exits cleanly under strict error checks.
Native project and public mediaPassedThe native ZIP is 4,822,730 bytes with 79 entries; integrity and hashes were checked. The 58-second H.264 excerpt fully decodes; screenshots only received JPEG compression.

Evidence limits

  • Subjective music listening, physical phones, multitouch, physical GPU performance and native OS-window closing remain untested.
  • Automated actual-input tests establish the recorded strategies and win/loss paths, not balance or compatibility across every strategy, browser or device.
  • The excerpt has explicit time edits and is not a continuous full-campaign film; recording measurements and full decoding do not replace listening.
  • The browser playable is the actual single-thread Godot Compatibility export. The game initially uses Chinese; press L or click EN for English. It does not automatically inherit the page language.
  • The native ZIP requires Godot 4.6.3 and contains an editable project rather than a standalone executable. Downloading or playing grants no additional license to the original work.
  • Full-game CI and public-site deployment are separate stages; the 957c1d3 record alone does not establish deployed network, page or playback behavior.

Last reviewed: 2026-10-19T17:29:00Z

Project files

Choose a project, reproduction package or exported resource. Before use, review this case's software versions, dependencies, format boundaries and rights.

Resources and rights

Source:Source and code
Source commit:957c1d3928d4d7382535a5b50ae2990aa4cf5854

Author:DCC-MCP showcase contributors
License scope: Original gameplay, interface, art, source and media: all rights reserved. KayKit and the two credited music tracks retain CC0 1.0; the Noto-derived font retains SIL OFL 1.1; Godot retains MIT and third-party notices.
Kay Lousberg: free editions of Forest, Adventurers, Skeletons and Character Animations. Emma_MA: Determined Pursuit; pauliuw: The Field Of Dreams. No Warcraft or League of Legends assets are distributed.