Solo Indie Game Project

KAIROX

A 1–4 player co-op 2D side-scrolling roguelite, built solo with an AI-driven development pipeline.
Godot 4.6 .NET  ·  GDScript + C#  ·  Steam (PC)
Brandon Phillips brandon.d.phillips17@gmail.com

The Project

A hectic, projectile-dense co-op roguelite in the spirit of Risk of Rain Returns.

Four ordinary people from different eras in history — a Soviet gulag prisoner, a medieval plague doctor, a frontier woman of the American West, and a 2000s Japanese software engineer — are torn from their lives by a temporal catastrophe and dropped into a hostile fractured dimension. Players fight through hand-crafted stages, build power through a layered augment system, and chase the mystery of who built the Rift and why.

🎯 Goal

Ship a commercially viable co-op roguelite to Steam on a sub-$1,000 budget as a solo developer, using an AI-driven development pipeline.

🕹️ Genre

2D side-scrolling roguelite with online + local co-op, seeded runs, and a deep build-crafting augment economy.

⚙️ Tech

Godot 4.6 .NET. GDScript for gameplay, C# for the damage/augment math kernel and networking.

Playable Demo

A browser slice of the real game loop, playing as Yakov the gulag prisoner. Aim with the mouse and kite across platforms, clear waves of melee and ranged Rift enemies, and fight a boss every 5 rounds that drops a build-defining Kairox relic. Draft augments between rounds — with levels and tag synergies in the style of League of Legends Arena — then stack up to 3 Kairox relics (pick 1 of 3, reroll each once; some are actives on keys 1/2/3) that combo with your augment tags. Health, armor, the Gulag Toughness passive, and the augment tiers all mirror the Godot build. Press I for the stats panel.

▶ Click to play as Yakov
Move A / D · Jump W/Space · Aim with the mouse · Auto-attack hold Click or J · Pry Q · Leverage E · Swing R · Chain Surge Shift · Relic actives 1 / 2 / 3 · Stats I
AD move · W jump · Mouse aim · Click/J auto · Q Pry · E Leverage · R Swing · Shift Surge · 123 relics · I stats
Survive the Rift.
Illustrative prototype — the shipping game is built in Godot 4.6 .NET, not the browser. Abilities, augment tiers/levels/synergies, Kairox relics, the Adoni boss seal (press F), gold + Temporal Bags & multiplicative Temporal Surge (press B), crit "Broken Math" numbers, and elite enemy augments all mirror Yakov's real kit and the GDD systems. Max-level augments/relics unlock a highlighted capstone passive; reach round 15 for the Chronos Construct final boss with a Veto Room.

How I Use AI to Build This Game

The core of this project is a disciplined, multi-agent AI workflow that I designed and run myself. Every cycle starts with a single command from me — “What's next?” — and each AI agent has a narrow, accountable role. I stay the architect and final reviewer for every decision.

I say “What's next?”
Starts a work cycle.
Receptionist (Agent 0)
Reads the roadmap and offers one AI task and one Human task. I pick which to do.
▼   I pick a lane   ▼
AI lane — 3 agents
Architect (1)Writes a scoped spec with a complexity score.
Implementer (2)Writes the code to that spec.
Auditor & Scribe (3)Reviews the code, verifies it in the engine, then updates the roadmap and docs and commits.
Human lane — 1 agent
Human Coach (1)Gives me a step-by-step checklist and tutorial links for editor work (scene setup, art import, level building). I do the work; the Coach plans and verifies.
Me — owner
I make the design decisions and give final approval.
AgentLaneResponsibility
ReceptionistEntryTriggered by “What's next?” — surfaces one AI and one Human task and waits for me to choose.
ArchitectAITurns my intent into a scoped, complexity-rated build spec before any code is written.
ImplementerAIExecutes the spec exactly — predictable output, no scope creep.
Auditor & ScribeAIReviews and verifies the work in-engine, then updates docs, the roadmap, and commits. (Merged role.)
Human CoachHumanGuides me through manual editor tasks with checklists and tutorials, then helps verify.
MeOwnerAll design decisions, manual editor work, art direction, and final approval.

Strict engineering guardrails

I authored a project rulebook every agent must follow: fully static typing, signal-based decoupling, host-authoritative netcode, object pooling, and a fixed augment calculation order. AI output is held to my standards, not its defaults.

Anti-hallucination discipline

Agents must cite the design doc for claims, verify engine APIs against live documentation, and say “I don't know” rather than invent. Roadmap items are only checked off after in-engine verification.

Why this matters for a studio: AI is now part of real production pipelines. This project is direct evidence that I can take AI from a novelty to a managed, auditable engineering process — defining scope, enforcing standards, reviewing output, and shipping working software.

What I've Built So Far

A playable prototype with foundational systems implemented and verified in-engine.

4
Heroes designed
6
Stages planned
C#
Damage math kernel
P2P
Co-op architecture

Gameplay & Systems

  • First hero (Yakov) — full 5-ability kit + passive implemented in code (final art & animations still in progress)
  • Side-scroller physics conversion: gravity, grounding, platforms
  • C# augment/damage math kernel with a strict 4-layer modifier order
  • Object pooling (200 projectiles + 20 enemies) for performance
  • Wave/round loop, enemy AI, grounded boss with HP bar
  • Side-scrolling camera, HUD, gold economy foundation

Production & Planning

  • 900+ line phased development roadmap with dependency tracking
  • Full Game Design Document (lore, heroes, systems, economy)
  • Pixel-art asset spec and animation frame budgets
  • Networking design: host-authoritative, client prediction, RNG sync
  • Business & legal planning, Steamworks account active
  • CI pipeline (GitHub Actions) and version control discipline

Skills Demonstrated

Godot 4 (2D)GDScriptC# / .NET Game architectureSignal-based designObject pooling Multiplayer / netcode designSteam (Steamworks)Supabase / PostgreSQL Roguelite systems designCombat & ability designAI-assisted dev pipelines Technical writing & specsGit / CIProject management

The Road Ahead

A clear, sequenced path to a Steam vertical slice and beyond.

Next: Vertical Slice

One full stage playable start-to-boss at 60 FPS, with the augment delivery loop live — the gate for a Steam page.

Then: Core Loop

Remaining three heroes, full economy, the Rift Altar upgrade system, a planned Kairox-item (Rift Relic) layer that synergizes with augments, and 4-player online co-op with zero desync.

Goal: Launch

A polished six-stage roguelite with leaderboards and meta-progression, shipped to Steam.