This project was my first time working in Godot, which added an extra layer of challenge on top of an already tight three-week timeline. Learning a new engine while building a fully playable experience forced me to quickly adapt, problem-solve, and focus on understanding core systems rather than getting caught up in surface-level polish. By the end of the project, I had not only become comfortable navigating Godot’s workflow and scripting in GDScipt but also gained confidence in my ability to learn and apply new tools under pressure.
More importantly, I was able to take a concept that existed only in my head. a time-loop western built around routine, dialogue, and an inevitable duel, and translate it into something playable. While the project is still a small slice of a larger vision, it successfully captures the core experience I set out to create: a town that feels alive, where player knowledge and timing shape the outcome of each loop.
Bringing the project to GDC and showing it to others was a crazy motivating experience. Watching people engage with the systems, explore the town, and react to the concept in real time was both exciting and validating. It transformed the project from a personal experiment into a shared experience and reinforced my motivation to continue developing and refining the game moving forward.