July 30, 2026 at 12:00:00 AM UTC
New project — Isolith, an isometric platformer with an adaptive endless mode
isolith
A brand-new project, built almost entirely over three days (2026-07-27 to 2026-07-30): an isometric 3D platformer in Godot 4.7 with C#, targeting .NET 10.
the core game
A true isometric camera (orthographic, pitched at atan(1/√2), rotating in 90° steps), a forgiving platformer feel (coyote time, jump buffering, variable jump height, separate rise/fall gravity), and gamepad-first input with keyboard fallback. Levels are authored as JSON and built into geometry at load time — no binary scene files for level content, so every level is a readable diff. Course hazards include ride-able moving platforms, crumbling platforms, bounce pads, spike pits, and checkpoints.
adaptive endless mode
The standout feature. Endless mode generates sections ahead of the player and adapts based on exactly how the previous section went — not just "died" or "didn't," but how: dying on a moving platform specifically makes moving platforms rare before they gradually return; ignoring bounce pads makes fewer of them appear; clearing a section cleanly stretches the next gap toward the jump limit; near-misses hold difficulty steady even without a death; hesitating before jumps makes gaps more consistent. Difficulty falls faster than it rises, by design — relief is immediate, pressure is earned. Every generated jump is guaranteed traversable, clamped against a jump envelope computed from the character's own tuning constants, proven over 3,200 generated jumps across the full difficulty range in the test suite.
honest assets and optional sync
Every sound is synthesized by a committed Python script and every mesh is built in code; only sky/PBR material packs are third-party, fetched CC0 with pinned checksums. An optional AT Protocol stat sync copies completed run stats to the player's own PDS — local history is saved unconditionally first, sync is off by default and never prompted, and every sync failure is non-fatal. There's no persisted session token; sign-in uses an app password for a single createSession call per session.
testing
A headless Godot smoke test loads every course, verifies every checkpoint and the goal are standable, checks generation reproducibility from a seed, and runs in CI alongside a check that every vendored CC0 asset is present and every generated audio asset is reproducible.
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