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PrototypeGame prototype, Godot game design practice, AI-assisted ideation and self-learning with game systems
Vigilante City: Shadow Protocol

Vigilante City: Shadow Protocol

A Godot 4 top-down tactical stealth game about pressure, planning and clean exits through neon city contracts.

Project snapshot

Status

Prototype

Project type

Game prototype

Role

Game prototype, Godot game design practice, AI-assisted ideation and self-learning with game systems

Main focus

Vigilante City builds a validated Godot campaign with top-down stealth, patrol awareness, tactical UI, gadgets, progression, settings and mission validation.

Stack

Godot 4GDScriptStealth systemsLevel designUI/UXAI-assisted learning

Technology

Godot 4GDScriptStealth systemsLevel designUI/UXAI-assisted learning

Product walkthrough

Click the dots or arrows to move through the main project screens.

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Title screen

The title screen shows a lone vigilante above a rainy skyline, with the main menu and a short pitch about planning routes, controlling noise and vanishing before the city closes in.

Game idea

  • A top-down tactical stealth game about planning paths, staying out of sight and escaping before Heat turns into a city-wide alarm.
  • The mood is rain-soaked, neon-lit and focused on quiet tension.
  • Gadgets, patrol manipulation, objective routing and clean extraction are central to the loop.
  • The project is a long-term hobby and learning space rather than part of the main full-stack portfolio focus.

Learning focus

  • Practicing Godot 4, GDScript, game UI, readable HUD information and stealth feedback.
  • Exploring level design through patrol routes, shadows, cameras, objectives, extraction zones and risk.
  • Using AI-assisted ideation to iterate on mechanics, missions, interface text and game feel.
  • Building understanding of interactive systems outside traditional web development.

Current project evidence

  • The local project contains a Godot campaign structure with 50 validated missions across 8 acts.
  • Core scripts cover player movement, guard AI, HUD, progression, settings, audio and mission runtime logic.
  • A headless validation report currently shows 50 missions checked with 0 release-blocking mission issues.
  • Release notes and build scripts exist for Windows export, but visual polish and asset work are still ongoing.