Dawnkeep · Oath of the Last Light
Godot · Eight-wave hero defense with a native Web playable

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
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 MCPThe 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 / glTFOriginal 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 / PlaywrightActual 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 / ffprobeEdit 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.
Adapters and related projects
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
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.
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.
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 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
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.
Results


Verification and boundaries
| Check | Result | Observations and supporting evidence |
|---|---|---|
| Godot native creation, save and reopen | Passed | 37 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 source | Passed | Revision 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 checks | Passed | Headless 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 touch | Passed | 39 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 media | Passed | The 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.
- Dawnkeep editable native project ZIPZIP · 4.6 MiBDownload project
Resources and rights
- Dawnkeep production and reproduction report
- Pinned real-input acceptance records
- Sanitized Godot typed MCP returns
- Native ZIP per-file hashes
- Video source hash and exact cuts
- Dawnkeep machine-readable validation
- Dawnkeep public artifact inventory
- Dawnkeep licenses and third-party credits
Source:Source and code
Source commit:957c1d3928d4d7382535a5b50ae2990aa4cf5854
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.