Creature Battler
What it is
A mobile-first, turn-based creature-battler in Godot 4.6. Players collect procedurally generated "chimeras" assembled from five independent part slots, fight them in a type-advantage battle system, and rescue wild ones into a persistent party.
It's parked. In my own words: the tech and game engine are fully functional and tested; it's on hold only until I find a good automated system for making 2D art.
Why it's on this site: parked for one named reason, not abandoned — no automated 2D-art pipeline good enough yet to produce the game's art. The engine itself is not the problem.
Why it exists
The project started in October and November 2024, five months before LEGION first appears in dated records, as a toy with no business case. I designed and balanced the battle math in a spreadsheet before touching Godot, then specified it precisely enough for an agent to implement and cover with headless tests. It's entirely because I was messing around with a toy that I developed the skills I later used to build LEGION.
How it's built
The project has its own bespoke agent-operations layer — a persistent execution plan, named session-type prompts, a session log, a generated executive summary — built independently of LEGION and structurally identical to it. In March 2026, LEGION's own session-prompt-and-timer apparatus moved into this project, not the other way: a single autonomous Planning → Execution → Refinement → Execution chain took the engine's test count from 651 to 1,725 in one day.
What broke
A refinement audit on 20 March 2026 found and fixed, the same day: a production bug that purged all active-tier creatures from the database on every launch, marked "DEV ONLY" in a comment but shipped live anyway; a forced-switch bug that always gave the enemy a free turn regardless of whether the switch was voluntary; missing defensive-stat flags that silently diverged from the design spec; and a SQL-injection-shaped string-interpolation weakness. All four were caught by the audit before any human playtester saw them — the injection-shaped one specifically shows the limit of tests that never try to break the system.
Receipts
| Figure | What | Source |
|---|---|---|
| 1,725 | Godot tests, 0 failures (highest recorded figure) | project executive summary |
| 608 | Python tests for the procedural NPC-art side track | project next-sprint note |
| 7,483 | lines of GDScript production source | file count |
| 16 | numbered risks tracked in a Risk Register | project master plan |
Test counts are recorded in the project's own files, not re-run for this page. More on the receipts page.