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Godling

  • 3d
  • strategy
  • simulation
  • god-game
  • mobile
  • isometric
  • resource-management
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. StyleDish games built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Godling was built by StyleDish games with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Godling opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Godling

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a mobile-friendly 3D diorama strategy game titled “Godling.” The player is a low-tier god shaping a small world while trying to remain subtle: win when Prosperity reaches 100, lose when overall Faith reaches 0. Use an orthographic/isometric-feeling perspective (implemented as a perspective camera looking down from above at an angle) over a circular dark floating base containing a 10x10 square tile island. The scene should have a very dark navy background, fog, soft shadows, sparse star-like particles, and simple low-poly/block geometry. Render each tile as a slightly separated square cuboid: green Grass, blue gently animated Water around the edges, and raised gray Mountain tiles. Include one small central-ish Village made from three tiny pale block houses with red cone roofs, and a Farm patch on its tile. Use a muted teal/green/blue palette with translucent dark HUD panels and rounded cyan outlines.

Core state and rules: start on Day 1 with Faith computed from three factions (Traditionalists 82, Zealots 74, Pragmatists 78; weighted approximately 33%/30%/37%), Prosperity 30, Visibility 0, Food 25, Population 12, XP 0, Level 1. Show overall Faith as the weighted average and separately show faction faith. Each day lasts about 8.5 seconds and advances automatically. Visibility gradually decays continuously and by 10 at the day transition; high Visibility causes faction-specific Faith loss, with Traditionalists suffering most, Pragmatists next, and Zealots least. Very quiet play gives Traditionalists a small benefit but slightly annoys Zealots. Keep Faith above zero while improving Prosperity.

The 10x10 world should have deterministic terrain generation: mostly Grass in the center, Water near the outer perimeter, and occasional Mountain tiles, with each tile tracking fertility and moisture. A farm produces food from its own tile and adjacent four tiles, modified by fertility/moisture and disasters. At each day transition the population consumes 1.2 food each; food surplus raises Prosperity and some Faith, low/negative food lowers Prosperity and especially Pragmatist Faith, and severe hunger can reduce population. Prosperity also has a small natural daily decline. With good food and Prosperity, population can grow within the shown bounds.

Include random deterministic daily events with roughly a 28–40% chance: Drought affects a tile and its 8-neighbors, reduces moisture for several days; Blight affects a tile and four-neighbors, reduces fertility; Flood affects a tile and 8-neighbors, increases moisture but reduces fertility and Prosperity; Landslide affects a tile and neighbors, reducing fertility and moisture and Prosperity. Visually darken/alter affected grass tiles and show event scars in the tile inspector. Display a toast message for events.

Interaction: the player taps/clicks a visible tile to select it. Show a pulsing cyan selection ring on the selected tile and open a “Selected Tile” panel listing type and coordinates, Fertility percentage, Moisture percentage, Village/Farm yes/no, Shrine status (None, Shrine, or Temple), Omen and remaining days, plus active disaster timers. Then the player taps one of the action buttons in a bottom centered, rounded translucent action bar. If no tile is selected, show “Tap a tile first.” Most actions cannot target Water and actions have a very short per-tile cooldown.

Available powers and exact behavior:
- Bless: on a non-Water tile, increase fertility by 0.10, Visibility +7, Prosperity +1.2, small Pragmatist and Traditionalist Faith gains, modest immediate Traditionalist suspicion, and XP +2 (plus a small bonus when Visibility is low). Toast “A gentle blessing.”
- Rain: on a non-Water tile, increase moisture by 0.12, Visibility +8, Prosperity +1.0, small Pragmatist/Traditionalist gains and suspicion, XP +2 plus low-Visibility bonus. Toast “Soft rain. No thunder.”
- Inspire: only works on or adjacent to the Village; Visibility +14, Prosperity +4, Pragmatist and Zealot Faith gains, suspicion, XP +3 plus low-Visibility bonus. Otherwise report that no minds are nearby.
- Omen (unlocked at Level 2): can be placed even on Water, Visibility +4, create a floating/rotating cyan tetrahedron sign on the tile lasting 2 days, give small Zealot/Traditionalist gains and XP. On subsequent day interpretations, omens indirectly respond to conditions: when Food is below 8 they help Pragmatists and Prosperity slightly; when Prosperity is above 45 they help Traditionalists and Pragmatists; when Visibility is above 45 they hurt Traditionalists; each interpretation grants XP. Toast that it is a subtle sign.
- Sanctify (unlocked at Level 3): only on a non-Water tile near the Village and only if it has no shrine; place a small pale shrine block, Visibility +10, Prosperity +1, Faith gains especially for Traditionalists and Pragmatists, and XP +4 plus low-Visibility bonus. Each day shrines provide small Faith recovery and reduce Visibility pressure. If near the Village, Food > 6, and Prosperity > 35, a Shrine progresses one step per day and after four steps becomes a larger Temple block, with stronger daily Faith recovery and more Visibility softening. Reject already sanctified or distant tiles with toasts.
- Silt (unlocked at Level 4): on a non-Water target, increase fertility by 0.08 on that tile and all 8-neighbors, Visibility +16, Prosperity +2.2, small Pragmatist/Traditionalist gains and suspicion, XP +4 plus low-Visibility bonus. Toast that it may be a lucky season.
- Miracle: available from the start and usable even on Water; Visibility +35, Prosperity +11, Food +14, Zealot Faith +2 but Traditionalist Faith -10 and Pragmatist Faith -5, with strong immediate suspicion and only XP +1. Make it the dangerous red-accent button and toast “A MIRACLE. They stare… then doubt.”
All actions should recalculate the weighted Faith immediately, update visuals and selected-tile information, and trigger simple soft/big/good/bad/tick synthesized tones if audio is used.

Level progression: XP thresholds are 0, 40, 95, and 170 for Levels 1–4. Staying subtle yields more daily XP; improving Prosperity above 50 adds a little more. The action bar must show Bless, Rain, Inspire, locked “Omen 🔒,” locked “Sanctify 🔒,” locked “Silt 🔒,” and a red-accent Miracle at Level 1, replacing locks as levels unlock. Include a level-up toast.

HUD layout: in the upper-left, use stacked rounded translucent pills showing Faith, Prosperity, Day, Visibility, Level with XP, and three small faction pills labeled Trad, Zeal, Prag. Color Faith green when high, yellow in the middle, red when low; color Visibility gray/blue when low, yellow when medium, red when high. At lower-left above the action bar show help text: “Tap a tile, then choose an action.”, “Stay subtle—high Visibility makes believers lose faith.”, and “Level up to unlock Omen, Sanctify, and Silt.” Use centered toast messages for events, actions, level ups, victory, and defeat. Freeze gameplay when ended and show victory text like “Ascension! You mastered subtlety.” or defeat text like “Faith is gone. Your divinity fades.” Keep the interface responsive and touch-friendly, with no camera movement required.

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