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Prism Tide

Godot · A three-level mirror-path puzzle

A mint-green beam reflects from brass mirrors to a receiver on a deep-sea optical console; CONNECTED appears on the left
A mint-green beam reflects from brass mirrors to a receiver on a deep-sea optical console; CONNECTED appears on the left

Creative goal

Create an original desktop puzzle that can be saved, reopened and played, supported by real MCP production records, positive and negative path tests for all three levels, and native imagery.

A quiet deep-sea optical console. Rotate brass mirrors and open shutters to return a mint-green signal to its receiver. Three levels progress from a simple bent path to six reflections and two gates.

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 records were obtained; attribution is not inferred from the output.
Planning stage; original procedural puzzle and native acceptance

Production
Unknown · Reasoning effort:Unknown

No independently verified model and reasoning-configuration records were obtained; attribution is not inferred from the output.
Production stage; original procedural puzzle and native acceptance

Code
Unknown · Reasoning effort:Unknown

No independently verified model and reasoning-configuration records were obtained; attribution is not inferred from the output.
Code stage; original procedural puzzle and native acceptance

Reference
Unknown · Reasoning effort:Unknown

No independently verified model and reasoning-configuration records were obtained; attribution is not inferred from the output.
Reference stage; original procedural puzzle and native acceptance

Media processing
Unknown · Reasoning effort:Unknown

No independently verified model and reasoning-configuration records were obtained; attribution is not inferred from the output.
Media-processing stage; original procedural puzzle and native acceptance

Visual review
Unknown · Reasoning effort:Unknown

No independently verified model and reasoning-configuration records were obtained; attribution is not inferred from the output.
Visual-review stage; original procedural puzzle and native acceptance

Technical review
Unknown · Reasoning effort:Unknown

No independently verified model and reasoning-configuration records were obtained; attribution is not inferred from the output.
Technical-review stage; original procedural puzzle and native acceptance

Version history

  • v1 native light-path puzzle ·

    Real MCP production; all three levels completed with real keyboard/mouse input; reflection terminology corrected and imagery recaptured. Includes small-window checks and reopening evidence for the native ZIP and PCK.

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

Prompt

Reusable prompt template
Use real Godot MCP calls to create an original three-level mirror-path puzzle. Use a deep-sea console aesthetic, brass mirrors and clear emitters and receivers. Support clicking to rotate mirrors and toggle shutters, plus keyboard selection, rotation, reset and progression after a win. Start every level disconnected. Provide deterministic paths, wrong-mirror and closed-shutter tests, real keyboard/mouse completion, save/reopen tests, native screenshots and a short film. Use no external art assets. If a graphical environment is unavailable, use standard CI/Xvfb; never fabricate pixels.

Production instructions for reproduction, not a verbatim transcript of the user's private conversation.

Software and tools

Host
Godot 4.6.3 · Linux x86_64
Adapter / Core
dcc-mcp-godot 0.9.6 · Core / CLI 0.20.42
Native rendering
Ubuntu Xvfb · Compatibility OpenGL · Mesa software rendering
Media
1280 × 800 · 15 seconds · H.264 · 30 fps · No audio track
  • godot_script__create_script / edit_script / attach_script

    Real Gateway calls wrote the original game and attached it to the scene; MCP corrected the REFLECTION terminology after visual review.

  • godot_scene_management__create_scene / save_scene

    Create and save a reopenable native Node2D scene.

  • godot_project_management__set_project_setting

    Configure the main scene, window size, scaling and Compatibility renderer.

  • Godot native / xdotool / FFmpeg

    Separate official native execution, OS input tests, Movie Maker capture and media encoding; these are not MCP responses.

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. Verify every light path first

    All three levels start disconnected. Seventeen assertions cover intended solutions, wrong mirror orientations, restoration, reset and closed-gate blocking.

  2. Persist through real MCP calls

    Independently reopen after writing scripts and scenes, attaching, saving and configuring. The portable native copy removes editor and adapter installation metadata while retaining identical gameplay script bytes.

  3. Real input, separate from demonstration state

    Independent X11 keyboard and mouse input completed all three levels, Tab selection, wrong paths, shutter blocking and repeated keyboard and mouse resets.

    Native view after real mouse input opened both shutters and completed the third level
    Native view after real mouse input opened both shutters and completed the third level
  4. Review pixels and a small window

    Reviewed the final stills, samples from the 15-second film and an 864 × 540 window. The first independent review corrected a heading that called reflection refraction; final media was recaptured.

    The complete optical console remains visible in the native 864 × 540 small window
    The complete optical console remains visible in the native 864 × 540 small window

Results

15-second native Godot Movie Maker output, H.264 encoded, with no audio track. The scripted demonstration is explicitly distinguished from independent keyboard/mouse tests.
Level one connected after two turns
Final native Godot viewport capture, without post-painted imagery or screenshot reconstruction.
Level three with six reflections and two open shutters
Completed state after independent real mouse input; six adjustments connect the receiver.

Verification and boundaries

Check records; each row distinguishes historical measurements from this review.
CheckResultObservations and supporting evidence
Real MCP productionPassedTen successful production calls, with redacted requests and responses for the source script, native scene, attachment, saving, settings and wording correction.
Positive and negative paths across three levelsPassedAll 17 deterministic assertions passed; the native project and PCK were each launched to rerun them.
Real keyboard and mouse inputPassedNine OS input checks passed: completing all three levels, keyboard selection, wrong mirror orientation, closed-gate blocking, both repeated reset methods and final reset to zero.
Native visual reviewPassedThe final hero, completed frames, film samples and 864 × 540 window were visually inspected. Reflection terminology was corrected, with no overlap or clipping.

Evidence limits

  • The design target is a 1280 × 800 desktop. The 864 × 540 check verifies layout fit only; touchscreen or mobile readability has not been accepted.
  • There is no Web version or standalone executable; the PCK requires a compatible Godot version.
  • The light path is a deterministic orthogonal grid model, not physical ray tracing.
  • Artwork is drawn in GDScript. Mirrors and shutters are editable data, not separate scene meshes.
  • Local headless execution was used only for production and logic verification; pixels came from a separate native CI run. No audio track.

Last reviewed: 2026-10-11T16:15:20Z

Project files

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Resources and rights

Source:Source and code
Source commit:f7b0b52aac4dc607c1b1bb0826a18243930c0f0f

Author:DCC-MCP showcase contributors
License scope:Original source and test code, visual design, native assets and media: rights reserved; no new MIT, Creative Commons or other license grant. Existing site-code MIT and third-party licenses remain separate.
Entirely original procedural graphics, with no third-party assets. Software, plugin and font files are not distributed with the project.