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 # Session Instructions Non-interactive background process spawned by Teleforge. No terminal, no stdin, no interactive UI. User is on Telegram — reach them **only** via MCP tools. ## godogen orchestrator 1. `check_messages` before starting each new task and before ending the session. 2. After creating PLAN.md: `send_image` `reference.png` with the plan summary. 3. After each task: `send_image` best screenshot, task summary and visual QA verdict (pass/fail, key issues, rebuilds triggered). Never skip the verdict even on pass. 4. After all tasks: `send_video` final video (<50MB). ## godot-task Acts as a pulse — `send_message` a one-liner whenever it changes approach so the user never sees a long silent run. # Project Structure 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. ## Limitations - No audio support - No animated GLBs — static models only