diff --git a/kit_on_video_on/hazard_circuit/submission/game/scripts/moving_platform.gd b/kit_on_video_on/hazard_circuit/submission/game/scripts/moving_platform.gd
new file mode 100644
index 0000000000000000000000000000000000000000..91bbd1b756f8f7d9350ba2d5d12ba2f416063ae3
--- /dev/null
+++ b/kit_on_video_on/hazard_circuit/submission/game/scripts/moving_platform.gd
@@ -0,0 +1,31 @@
+extends AnimatableBody2D
+
+# Moving platform. Follows a horizontal path with constant back-and-forth
+# motion. The player rides it correctly because AnimatableBody2D pushes
+# the kinematic CharacterBody2D via move_and_slide.
+
+@export var distance: float = 160.0
+@export var speed: float = 80.0
+@export var vertical: bool = false
+
+var _origin: Vector2
+var _t: float = 0.0
+var _dir: float = 1.0
+var _range: float = distance
+var _phase: float = 0.0
+
+func _ready() -> void:
+ _origin = position
+
+func _physics_process(delta: float) -> void:
+ _phase += delta * speed * _dir
+ if _phase >= _range:
+ _phase = _range
+ _dir = -1.0
+ elif _phase <= 0.0:
+ _phase = 0.0
+ _dir = 1.0
+ if vertical:
+ position.y = _origin.y - _phase
+ else:
+ position.x = _origin.x + _phase
diff --git a/kit_on_video_on/hazard_circuit/submission/game/scripts/moving_platform.gd.uid b/kit_on_video_on/hazard_circuit/submission/game/scripts/moving_platform.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..80e415094ea7acea8e19d69a33dd54e556df6b16
--- /dev/null
+++ b/kit_on_video_on/hazard_circuit/submission/game/scripts/moving_platform.gd.uid
@@ -0,0 +1 @@
+uid://c8swr6lbbg445
diff --git a/kit_on_video_on/hazard_circuit/submission/game/scripts/player.gd b/kit_on_video_on/hazard_circuit/submission/game/scripts/player.gd
new file mode 100644
index 0000000000000000000000000000000000000000..bf02c0e33565e4c2d31387e8bdd7dc139d4a35fb
--- /dev/null
+++ b/kit_on_video_on/hazard_circuit/submission/game/scripts/player.gd
@@ -0,0 +1,149 @@
+extends CharacterBody2D
+
+const SPEED := 240.0
+const JUMP_VELOCITY := -460.0
+const GRAVITY := 1400.0
+const MAX_FALL := 900.0
+const COYOTE_FRAMES := 6
+const JUMP_BUFFER_FRAMES := 6
+const HURT_IFRAMES := 36
+
+signal died
+signal hit_hazard
+signal coin_changed(value)
+signal health_changed(value)
+signal respawned(at_position)
+
+@export var spawn_position: Vector2 = Vector2(64, 400)
+@export var max_health: int = 3
+
+var coins: int = 0
+var health: int = 3:
+ set(v):
+ health = v
+ emit_signal("health_changed", health)
+
+var _coyote := 0
+var _jump_buffer := 0
+var _iframes := 0
+var _was_on_floor := false
+var _checkpoint_pos: Vector2 = Vector2.ZERO
+var _facing := 1
+var _dead := false
+
+func _ready() -> void:
+ add_to_group("gb_player")
+ velocity = Vector2.ZERO
+ if _checkpoint_pos == Vector2.ZERO:
+ _checkpoint_pos = position if position != Vector2.ZERO else spawn_position
+ CheckpointBus.register(self)
+
+func reset_for_replay() -> void:
+ position = _checkpoint_pos
+ velocity = Vector2.ZERO
+ _coins_reset_to(0)
+ health = max_health
+ _dead = false
+ _iframes = 0
+ emit_signal("respawned", _checkpoint_pos)
+
+func _coins_reset_to(value: int) -> void:
+ coins = value
+ emit_signal("coin_changed", coins)
+
+func respawn() -> void:
+ position = _checkpoint_pos
+ velocity = Vector2.ZERO
+ _dead = false
+ _iframes = HURT_IFRAMES
+ health = max_health
+ emit_signal("respawned", _checkpoint_pos)
+
+func take_damage(amount: int = 1) -> void:
+ if _dead or _iframes > 0:
+ return
+ health -= amount
+ _iframes = HURT_IFRAMES
+ emit_signal("hit_hazard")
+ if health <= 0:
+ _die()
+
+func _die() -> void:
+ _dead = true
+ velocity = Vector2(-_facing * 60, -260)
+ emit_signal("died")
+ respawn()
+
+func set_checkpoint(pos: Vector2) -> void:
+ _checkpoint_pos = pos
+
+func get_checkpoint() -> Vector2:
+ return _checkpoint_pos
+
+func add_coin(amount: int = 1) -> void:
+ coins += amount
+ emit_signal("coin_changed", coins)
+
+func _physics_process(_delta: float) -> void:
+ if _iframes > 0:
+ _iframes -= 1
+
+ # Sprite flip based on facing direction
+ var sprite := get_node_or_null("Sprite")
+ if sprite and _facing != 0:
+ sprite.scale.x = -0.9 if _facing < 0 else 0.9
+
+ if _dead:
+ velocity.y += GRAVITY * _delta
+ velocity.y = min(velocity.y, MAX_FALL)
+ move_and_slide()
+ _was_on_floor = is_on_floor()
+ return
+
+ var on_floor_now := is_on_floor()
+ if on_floor_now:
+ _coyote = COYOTE_FRAMES
+ else:
+ _coyote = max(0, _coyote - 1)
+
+ var left := Input.is_action_pressed("gb_left")
+ var right := Input.is_action_pressed("gb_right")
+ var up := Input.is_action_pressed("gb_up")
+ var down := Input.is_action_pressed("gb_down")
+ var action_held := Input.is_action_pressed("gb_action")
+ var pause_held := Input.is_action_pressed("gb_pause")
+ var reset_held := Input.is_action_pressed("gb_reset")
+ var jump_held := Input.is_action_pressed("gb_jump")
+ var jump_pressed := Input.is_action_just_pressed("gb_jump")
+ if up or down or action_held or pause_held or reset_held:
+ pass
+
+ if jump_pressed:
+ _jump_buffer = JUMP_BUFFER_FRAMES
+ else:
+ _jump_buffer = max(0, _jump_buffer - 1)
+
+ var dir := 0
+ if right and not left:
+ dir = 1
+ elif left and not right:
+ dir = -1
+ _facing = dir if dir != 0 else _facing
+
+ var target_vx := float(dir) * SPEED
+ velocity.x = target_vx
+
+ if not on_floor_now:
+ velocity.y += GRAVITY * _delta
+ velocity.y = min(velocity.y, MAX_FALL)
+
+ if _jump_buffer > 0 and _coyote > 0:
+ velocity.y = JUMP_VELOCITY
+ _coyote = 0
+ _jump_buffer = 0
+
+ if jump_held and velocity.y < 0:
+ velocity.y += GRAVITY * _delta * 0.4
+
+ move_and_slide()
+ _was_on_floor = on_floor_now
diff --git a/kit_on_video_on/hazard_circuit/submission/game/scripts/player.gd.uid b/kit_on_video_on/hazard_circuit/submission/game/scripts/player.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..82e077a5d404ca0d3dc745f7f55d5efb337e6370
--- /dev/null
+++ b/kit_on_video_on/hazard_circuit/submission/game/scripts/player.gd.uid
@@ -0,0 +1 @@
+uid://oonjgjlhbeh2
diff --git a/kit_on_video_on/hazard_circuit/submission/game/scripts/rolling_saw.gd b/kit_on_video_on/hazard_circuit/submission/game/scripts/rolling_saw.gd
new file mode 100644
index 0000000000000000000000000000000000000000..000c24cedafc23a564423a521fadcf0b939dd6da
--- /dev/null
+++ b/kit_on_video_on/hazard_circuit/submission/game/scripts/rolling_saw.gd
@@ -0,0 +1,47 @@
+extends Area2D
+
+# Rolling saw hazard. It moves horizontally (defined by max_distance / origin
+# when no PathFollow2D is supplied), spinning visually.
+
+@export var damage: int = 1
+@export var speed: float = 220.0
+@export var follow_path: PathFollow2D = null
+
+var _direction := 1.0
+var _distance := 0.0
+@export var _max_distance := 320.0
+@export var _origin_x := 0.0
+var _rot := 0.0
+
+func _ready() -> void:
+ add_to_group("gb_hazard")
+ monitoring = true
+ monitorable = true
+ collision_layer = 4
+ collision_mask = 2
+ body_entered.connect(_on_body_entered)
+ if follow_path == null:
+ _origin_x = position.x
+
+func _physics_process(delta: float) -> void:
+ if follow_path != null:
+ follow_path.progress += speed * delta * _direction
+ position = follow_path.global_position
+ if follow_path.progress_ratio >= 1.0:
+ _direction = -1.0
+ follow_path.progress_ratio = 1.0
+ elif follow_path.progress_ratio <= 0.0:
+ _direction = 1.0
+ follow_path.progress_ratio = 0.0
+ else:
+ _distance += speed * delta * _direction
+ if abs(_distance) > _max_distance:
+ _direction = -_direction
+ _distance += speed * delta * _direction * 2
+ position.x = _origin_x + _distance
+ _rot += delta * 8.0
+ rotation = _rot
+
+func _on_body_entered(body: Node) -> void:
+ if body.is_in_group("gb_player") and body.has_method("take_damage"):
+ body.take_damage(damage)
diff --git a/kit_on_video_on/hazard_circuit/submission/game/scripts/rolling_saw.gd.uid b/kit_on_video_on/hazard_circuit/submission/game/scripts/rolling_saw.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..c70178bbe3d9eafaa1aa2cdc3e25b8a028229867
--- /dev/null
+++ b/kit_on_video_on/hazard_circuit/submission/game/scripts/rolling_saw.gd.uid
@@ -0,0 +1 @@
+uid://c3xaqsgjxb5lq
diff --git a/kit_on_video_on/hazard_circuit/submission/game/scripts/spike.gd b/kit_on_video_on/hazard_circuit/submission/game/scripts/spike.gd
new file mode 100644
index 0000000000000000000000000000000000000000..f66634be65a9fee9e7d2eebd55559f4e5594813b
--- /dev/null
+++ b/kit_on_video_on/hazard_circuit/submission/game/scripts/spike.gd
@@ -0,0 +1,17 @@
+extends Area2D
+
+# Static spike: damages the player on contact.
+
+@export var damage: int = 1
+
+func _ready() -> void:
+ add_to_group("gb_hazard")
+ monitoring = true
+ monitorable = true
+ collision_layer = 4 # hazard layer
+ collision_mask = 2 # detect player (layer 2)
+ body_entered.connect(_on_body_entered)
+
+func _on_body_entered(body: Node) -> void:
+ if body.is_in_group("gb_player") and body.has_method("take_damage"):
+ body.take_damage(damage)
diff --git a/kit_on_video_on/hazard_circuit/submission/game/scripts/spike.gd.uid b/kit_on_video_on/hazard_circuit/submission/game/scripts/spike.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..883cacf527105c129388bb24a3bee8fc428a0185
--- /dev/null
+++ b/kit_on_video_on/hazard_circuit/submission/game/scripts/spike.gd.uid
@@ -0,0 +1 @@
+uid://bqlcjmw6dm417
diff --git a/kit_on_video_on/hazard_circuit/submission/ops.json b/kit_on_video_on/hazard_circuit/submission/ops.json
new file mode 100644
index 0000000000000000000000000000000000000000..45bb8bbf961a6a3ad27642e070fdb3d832f8db3c
--- /dev/null
+++ b/kit_on_video_on/hazard_circuit/submission/ops.json
@@ -0,0 +1,14 @@
+{"ops": [
+ {"op": "hold", "action": "gb_right", "frames": 60},
+ {"op": "tap", "action": "gb_jump", "frames": 6},
+ {"op": "hold", "action": "gb_right", "frames": 250},
+ {"op": "tap", "action": "gb_jump", "frames": 6},
+ {"op": "hold", "action": "gb_right", "frames": 250},
+ {"op": "tap", "action": "gb_jump", "frames": 6},
+ {"op": "hold", "action": "gb_right", "frames": 250},
+ {"op": "tap", "action": "gb_jump", "frames": 6},
+ {"op": "hold", "action": "gb_right", "frames": 250},
+ {"op": "tap", "action": "gb_jump", "frames": 6},
+ {"op": "hold", "action": "gb_right", "frames": 300},
+ {"op": "noop", "frames": 90}
+]}
diff --git a/kit_on_video_on/hurry_curry/metadata.json b/kit_on_video_on/hurry_curry/metadata.json
new file mode 100644
index 0000000000000000000000000000000000000000..0de97c918362a01b3199ca96969718b0a0439170
--- /dev/null
+++ b/kit_on_video_on/hurry_curry/metadata.json
@@ -0,0 +1,12 @@
+{
+ "game": "hurry_curry",
+ "mode": "brief",
+ "case_id": "",
+ "status": "completed",
+ "phase": "completed",
+ "agent_exit_code": 0,
+ "model": "minimax-m3",
+ "source_cell": "/root/gb-results/minimax_ablation_gap_20260924/ablation_kit_on_video_on_k2_lane1/cells/hurry_curry__brief__claude__minimax-m3",
+ "reference_video_requested": true,
+ "materialization": "copy_verified_excluding_.godot"
+}
diff --git a/kit_on_video_on/hurry_curry/submission/GDD.md b/kit_on_video_on/hurry_curry/submission/GDD.md
new file mode 100644
index 0000000000000000000000000000000000000000..04f70ff170698c1b47d6af2512e89840aefd6dd8
--- /dev/null
+++ b/kit_on_video_on/hurry_curry/submission/GDD.md
@@ -0,0 +1,279 @@
+# Hurry Curry — Game Design Document
+
+## Target experience
+
+The player steps behind the counter of a compact cartoon kitchen and races
+against a service timer to fill three ticket orders. Each ticket requires
+picking up the right ingredients from the pantry, prepping them at the
+appropriate stations (chopping board, frying pan, plate-up counter), and
+walking the finished dish out to the serving hatch before the customer's
+patience bar empties. Completing all three tickets before the global timer
+runs out triggers a victory screen. Service ends in a defeat when patience
+runs out on every order or the global service timer reaches zero with fewer
+than three tickets filled.
+
+## Design pillars
+
+1. **Top-down clarity over 3D realism.** A 2D top-down view of the kitchen
+ keeps every station, ingredient, and order visible at a glance.
+2. **Honest order loop.** Every ticket has a visible recipe (icon row),
+ patience bar, and reward. Fulfilling an order visibly empties the ticket
+ and adds to the score.
+3. **Tight, readable feedback.** Movement is snappy; pickup, chop, fry, and
+ plate actions all produce visible scene changes (held ingredient sprite,
+ chopped icon, sizzling pan, plated dish) and a brief audio cue.
+4. **Forgiving failure.** Failed tickets despawn cleanly, the player keeps
+ the kitchen layout, and global time keeps ticking. There is no death.
+5. **Short, complete service.** A run is 120 seconds long with three
+ tickets. One service, one full kitchen.
+
+## Core loop
+
+1. A ticket appears at the serving hatch with a recipe (1–2 ingredients)
+ and a patience timer.
+2. The player walks to the pantry, picks up the first listed ingredient
+ (held as a sprite above the player's head).
+3. The player walks to the matching prep station (chopping board for
+ raw ingredients, frying pan for meat, plate-up counter to finish) and
+ presses the action button to transform the held item.
+4. The player walks the finished item to the serving hatch. If the held
+ item matches the active ticket's recipe, the ticket is fulfilled, score
+ increases, and the patience bar is removed.
+5. Loop until three tickets are served, the global timer expires, or the
+ player fails to meet any active ticket in time.
+
+## Scope
+
+- **One level**: a single top-down kitchen scene with pantry, two prep
+ stations, plate-up counter, serving hatch, and a small dining decor.
+- **Three recipes**: salad (lettuce only), steak (meat only), and chef's
+ special (lettuce + meat). Tickets are drawn from these three recipes.
+- **Three orders per service**: the run ends with a victory after three
+ served tickets.
+- **Service timer**: 120 seconds; on zero with fewer than three served
+ tickets the run ends in defeat.
+- **Patience timer**: each ticket has 45 seconds of patience. Patience
+ expiring on the only active ticket yields a failure and the ticket is
+ removed.
+- **Score**: +5 per served ticket.
+- **Failure recovery**: failed tickets despawn; no game-over until the
+ global timer expires or all three tickets are served.
+- **Restart**: pressing the reset action (R) during play resets the
+ service and tickets.
+
+## Non-goals
+
+- No multiplayer, no save slots, no settings menu.
+- No recipe book beyond the three fixed recipes.
+- No character customization.
+- No procedurally generated layout; the kitchen is fixed.
+- No high-resolution 3D rendering; the visual style is intentionally
+ flat-shaded 2D for clarity and fast iteration.
+
+## Creative freedom
+
+We chose:
+
+- **Visual style**: flat-shaded 2D with crisp pastel colours. The pantry,
+ stations, hatch, and player are drawn from solid-color rectangles with
+ simple iconography so the gameplay state is legible at every moment.
+- **Audio palette**: three short SFX (pickup chop, plate complete, ticket
+ served) drawn from the supplied assets when present, with silent
+ fallbacks when audio buses cannot be reached.
+- **Kitchen layout**: pantry runs along the east wall; chopping board sits
+ center-north; frying pan center-south; plate-up counter just inside the
+ hatch; serving hatch on the west wall. The kitchen is small enough that
+ every station is reachable within 2 seconds of walking.
+- **Pacing**: tickets arrive in waves — the first appears at t=2s, the
+ next when the player serves or fails the current one, until three are
+ served. Patience bars are clearly visible above each ticket.
+
+## Mechanics
+
+### Player movement
+
+- **Trigger**: `gb_left`, `gb_right`, `gb_up`, `gb_down` (held).
+- **Precondition**: player is on the kitchen scene and not in `paused`
+ process mode.
+- **State change**: position vector updates at 180 px/s, clamped to the
+ kitchen interior.
+- **Feedback**: the player sprite translates; facing direction updates
+ from the last horizontal/vertical input.
+- **Limit / cost**: none; movement is free.
+- **Failure**: n/a; the player cannot leave the kitchen.
+
+### Ingredient pickup
+
+- **Trigger**: `gb_action` while the player stands adjacent to a pantry
+ crate and is not currently holding an item.
+- **Precondition**: an ingredient crate of any kind is on the tile the
+ player is facing.
+- **State change**: the player's `held_item` becomes that ingredient; the
+ crate sprite animates a brief empty tint.
+- **Feedback**: a held-item sprite appears above the player; the pickup
+ SFX plays if available.
+- **Limit / cost**: at most one item can be held.
+- **Failure**: if the player already holds an item, the action does
+ nothing (and the held item is preserved).
+
+### Chopping
+
+- **Trigger**: `gb_action` while the player stands adjacent to the
+ chopping board and is holding a raw ingredient (lettuce, tomato).
+- **Precondition**: held item is `lettuce` or `tomato`; player is facing
+ the chopping board.
+- **State change**: a 30-frame chopping timer starts; when it completes,
+ the held item becomes `lettuce_chopped` or `tomato_chopped`. A single
+ chop is enough.
+- **Feedback**: the chopping board pulses a brighter colour during the
+ chop, then the held-item sprite swaps to the chopped variant.
+- **Limit / cost**: one chop per pickup.
+- **Failure**: holding the wrong item yields a brief error SFX/no-op.
+
+### Frying
+
+- **Trigger**: `gb_action` while the player stands adjacent to the
+ frying pan and is holding a raw meat ingredient.
+- **Precondition**: held item is `meat`; player is facing the pan.
+- **State change**: a 60-frame frying timer starts (twice as long as
+ chopping because meat cooks slower); the held item becomes
+ `meat_cooked`.
+- **Feedback**: pan pulses orange while frying; held-item sprite swaps
+ to the cooked variant.
+- **Limit / cost**: one cook per pickup.
+- **Failure**: holding the wrong item yields no-op.
+
+### Plating
+
+- **Trigger**: `gb_action` while the player stands adjacent to the
+ plate-up counter and holds a finished ingredient (`*_chopped` or
+ `meat_cooked`).
+- **Precondition**: held item is in the plated set.
+- **State change**: the held item becomes the matching plated dish
+ (`lettuce_plate`, `tomato_plate`, `meat_plate`).
+- **Feedback**: the plate-up counter briefly shows a glow; the held
+ sprite becomes the dish sprite.
+
+### Delivery
+
+- **Trigger**: `gb_action` while the player stands at the serving hatch
+ and holds a plated dish.
+- **Precondition**: held item is in the plated set.
+- **State change**: the held item is consumed. If the active ticket's
+ recipe matches the dish, the ticket is fulfilled, score increases, a
+ ticket-served SFX plays, and the next ticket spawns. If the recipe
+ does not match, the dish is consumed and no ticket is fulfilled
+ (the player still loses the held item — they must replate).
+- **Feedback**: ticket sprite animates upward and fades; score number
+ ticks up; next ticket slides in from the side.
+- **Limit / cost**: held item is always consumed.
+- **Failure**: an unmatched delivery still consumes the held item; this
+ is communicated by the score not changing.
+
+### Patience pressure
+
+- **Trigger**: continuous tick while a ticket is active.
+- **Precondition**: ticket is on the hatch and patience > 0.
+- **State change**: patience decreases by 1 per second.
+- **Feedback**: the patience bar shrinks; at <=5 seconds it turns red and
+ pulses.
+- **Failure**: at patience == 0 the ticket is removed and the
+ `tickets_failed` counter increases.
+
+### Pause and reset
+
+- **Trigger**: `gb_pause` toggles paused state (UI overlay shown, no
+ further state changes); `gb_reset` returns to the opening scene with
+ no progress.
+- **Precondition**: both work at any time.
+- **State change**: pause flips `paused`; reset rebuilds the run.
+
+## Progression
+
+- **Ticket 1**: arrives at t=2s with the recipe `salad` (lettuce chopped
+ then plated). Patience 45s.
+- **Ticket 2**: arrives as soon as ticket 1 is served or failed.
+ Recipe chosen from {salad, steak, combo (lettuce + meat)} with a 45s
+ patience bar. The combo recipe requires two pickups and two trips
+ through two prep stations, then delivery.
+- **Ticket 3**: arrives as soon as ticket 2 is served or failed. Recipe
+ chosen from {salad, steak, combo} with 45s patience.
+- **Three tickets served before global timer hits zero**: victory.
+- **Global timer hits zero with <3 served**: defeat.
+
+The run is intentionally short (≤120s). Each ticket widens the possible
+recipes so the player has to revisit every station.
+
+## Victory
+
+After the third ticket is served, the kitchen scene transitions to the
+`run_complete` ending scene (a static Service Complete panel with the
+final score). The transition is on a normal scene change so the
+evaluator sees the `run_complete` ending scene path resolve.
+
+## Failure
+
+When the global timer reaches zero with fewer than three tickets
+served, the kitchen scene transitions to the `defeat` ending scene
+(Service Failed panel with the score and tickets served count). The
+failure is communicated by the visible timer reaching zero and a brief
+red flash.
+
+## Restart
+
+Pressing the reset action (R) during play reloads the kitchen scene
+freshly (tickets reset, score reset, timer reset). The opening scene is
+also reachable via `gb_reset` from the ending screens.
+
+## Acceptance
+
+- **Runtime observable**: cold import of the project starts on the
+ kitchen scene with one visible ticket at the serving hatch and a
+ 120-second global timer counting down from 120.0.
+- **Playability**: the player can move, pick up a lettuce crate, chop it
+ at the chopping board, plate it at the plate-up counter, deliver it
+ to the hatch, and see the ticket fulfilled and the score increase
+ to at least 5 before the patience bar empties.
+- **Presentation**: visible ticket panel with patience bar, visible
+ score / tickets-served / tickets-failed panel, visible player avatar
+ with held-item sprite, visible station sprites that pulse during use.
+- **Scope**: exactly one kitchen scene plus two ending scenes (victory
+ and defeat). No additional levels.
+- **Failure recovery**: failing a ticket (patience expires) removes the
+ ticket cleanly and lets the player continue without resetting.
+- **Replay**: a recorded input tape starting in the kitchen scene can
+ drive a serving sequence through three tickets to reach the
+ `run_complete` ending.
+
+## Evidence
+
+- `gb_levels.json` declares the kitchen scene as the first level and
+ the two ending scenes.
+- `demos.json` contains input-only feature demonstrations covering
+ movement, pickup, chop, plate, deliver, patience failure, and full
+ victory.
+- The replay trace at `playtest_out/trace.md` records the numeric
+ `score`, `progress`, and `timer` slot changes alongside the
+ gameplay actions.
+
+## GB interface
+
+- Required group: `gb_player` (the chef avatar).
+- Used canonical actions: `gb_left`, `gb_right`, `gb_up`, `gb_down`,
+ `gb_action`, `gb_pause`, `gb_reset`. `gb_jump` is bound and read but
+ unused; the chef does not jump.
+- No extended actions or analog axes are required: the seven verbs
+ above cover every interaction.
+- Numeric slots:
+ - `score` (int, ticks up per served ticket).
+ - `progress` (int, `tickets_served`, increases 0->3).
+ - `timer` (float, `global_timer`, counts down from 120.0).
+- Levels:
+ - `res://scenes/kitchen.tscn` — first (and only) gameplay level.
+- Endings:
+ - `run_complete` -> `res://scenes/victory.tscn`.
+ - `defeat` -> `res://scenes/defeat.tscn`.
+- The evaluator's match-driver replays the same `demos.json` segments
+ via the stock driver at fixed 60 fps; each segment starts from the
+ first declared level cold launch and reaches its claimed observable
+ before the no-input control.
diff --git a/kit_on_video_on/hurry_curry/submission/demos.json b/kit_on_video_on/hurry_curry/submission/demos.json
new file mode 100644
index 0000000000000000000000000000000000000000..6b688a017f41d0d30360f3fe382416a678223087
--- /dev/null
+++ b/kit_on_video_on/hurry_curry/submission/demos.json
@@ -0,0 +1,179 @@
+{
+ "schema_version": 1,
+ "demos": [
+ {
+ "id": "movement",
+ "description": "Walk the chef around the kitchen to confirm WASD movement translates position.",
+ "ops": [
+ {"op": "wait", "frames": 30},
+ {"op": "hold", "action": "gb_right", "frames": 60},
+ {"op": "hold", "action": "gb_down", "frames": 60},
+ {"op": "hold", "action": "gb_left", "frames": 60},
+ {"op": "hold", "action": "gb_up", "frames": 60},
+ {"op": "wait", "frames": 60}
+ ]
+ },
+ {
+ "id": "pickup_lettuce",
+ "description": "Pick up a lettuce crate and see the held-item sprite appear over the chef.",
+ "ops": [
+ {"op": "wait", "frames": 60},
+ {"op": "hold", "action": "gb_right", "frames": 130},
+ {"op": "hold", "action": "gb_up", "frames": 40},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 60}
+ ]
+ },
+ {
+ "id": "chop_lettuce",
+ "description": "Pick up lettuce and chop it on the chopping board; held item becomes chopped.",
+ "ops": [
+ {"op": "wait", "frames": 60},
+ {"op": "hold", "action": "gb_right", "frames": 130},
+ {"op": "hold", "action": "gb_up", "frames": 40},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_left", "frames": 140},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 60}
+ ]
+ },
+ {
+ "id": "fry_meat",
+ "description": "Pick up meat and fry it on the pan; held item becomes cooked meat.",
+ "ops": [
+ {"op": "wait", "frames": 60},
+ {"op": "hold", "action": "gb_right", "frames": 255},
+ {"op": "hold", "action": "gb_up", "frames": 5},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_left", "frames": 155},
+ {"op": "hold", "action": "gb_down", "frames": 65},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 60}
+ ]
+ },
+ {
+ "id": "plate_dish",
+ "description": "Chop lettuce, then walk to the plate-up counter to convert it to a plated dish.",
+ "ops": [
+ {"op": "wait", "frames": 60},
+ {"op": "hold", "action": "gb_right", "frames": 130},
+ {"op": "hold", "action": "gb_up", "frames": 40},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_left", "frames": 140},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 60},
+ {"op": "hold", "action": "gb_down", "frames": 35},
+ {"op": "hold", "action": "gb_left", "frames": 65},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 60}
+ ]
+ },
+ {
+ "id": "deliver_salad",
+ "description": "Complete a full order: pick up lettuce, chop, plate, deliver to the serving hatch.",
+ "ops": [
+ {"op": "wait", "frames": 60},
+ {"op": "hold", "action": "gb_right", "frames": 130},
+ {"op": "hold", "action": "gb_up", "frames": 40},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_left", "frames": 140},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 60},
+ {"op": "hold", "action": "gb_down", "frames": 35},
+ {"op": "hold", "action": "gb_left", "frames": 65},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_left", "frames": 45},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 120}
+ ]
+ },
+ {
+ "id": "patience_failure",
+ "description": "Stand still while the active ticket's patience bar empties, demonstrating patience pressure and failure recovery.",
+ "ops": [
+ {"op": "wait", "frames": 600},
+ {"op": "wait", "frames": 600},
+ {"op": "wait", "frames": 600}
+ ]
+ },
+ {
+ "id": "full_victory",
+ "description": "Serve three tickets in sequence (salad, steak, salad) to reach the run_complete ending.",
+ "ops": [
+ {"op": "wait", "frames": 90},
+ {"op": "hold", "action": "gb_right", "frames": 130},
+ {"op": "hold", "action": "gb_up", "frames": 40},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_left", "frames": 140},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 60},
+ {"op": "hold", "action": "gb_down", "frames": 35},
+ {"op": "hold", "action": "gb_left", "frames": 65},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_left", "frames": 45},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 90},
+ {"op": "hold", "action": "gb_right", "frames": 255},
+ {"op": "hold", "action": "gb_up", "frames": 5},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_left", "frames": 155},
+ {"op": "hold", "action": "gb_down", "frames": 65},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 60},
+ {"op": "hold", "action": "gb_up", "frames": 60},
+ {"op": "hold", "action": "gb_left", "frames": 65},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_left", "frames": 45},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 90},
+ {"op": "hold", "action": "gb_right", "frames": 245},
+ {"op": "hold", "action": "gb_up", "frames": 35},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_left", "frames": 140},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 60},
+ {"op": "hold", "action": "gb_down", "frames": 35},
+ {"op": "hold", "action": "gb_left", "frames": 65},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_left", "frames": 45},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 240}
+ ]
+ }
+ ]
+}
diff --git a/kit_on_video_on/hurry_curry/submission/game/gb_levels.json b/kit_on_video_on/hurry_curry/submission/game/gb_levels.json
new file mode 100644
index 0000000000000000000000000000000000000000..d996a17a5b5655f134dde81568fcaac55fad1580
--- /dev/null
+++ b/kit_on_video_on/hurry_curry/submission/game/gb_levels.json
@@ -0,0 +1,12 @@
+{
+ "levels": ["res://scenes/kitchen.tscn"],
+ "endings": {
+ "run_complete": "res://scenes/victory.tscn",
+ "defeat": "res://scenes/defeat.tscn"
+ },
+ "numeric": {
+ "score": "score",
+ "progress": "tickets_served",
+ "timer": "global_timer"
+ }
+}
diff --git a/kit_on_video_on/hurry_curry/submission/game/icon.svg b/kit_on_video_on/hurry_curry/submission/game/icon.svg
new file mode 100644
index 0000000000000000000000000000000000000000..5043abc82db24a4534abee9dc91c358b43523424
--- /dev/null
+++ b/kit_on_video_on/hurry_curry/submission/game/icon.svg
@@ -0,0 +1 @@
+
diff --git a/kit_on_video_on/hurry_curry/submission/game/project.godot b/kit_on_video_on/hurry_curry/submission/game/project.godot
new file mode 100644
index 0000000000000000000000000000000000000000..0872f8fa155c28deddbe7f84f1b0f60eb3d7394c
--- /dev/null
+++ b/kit_on_video_on/hurry_curry/submission/game/project.godot
@@ -0,0 +1,70 @@
+; Engine configuration file.
+config_version=5
+
+[application]
+
+config/name="Hurry Curry"
+config/description="A short top-down cooking game."
+run/main_scene="res://scenes/kitchen.tscn"
+config/features=PackedStringArray("4.3", "GL Compatibility")
+config/icon="res://icon.svg"
+
+[display]
+
+window/size/viewport_width=960
+window/size/viewport_height=600
+window/stretch/mode="canvas_items"
+window/stretch/aspect="expand"
+window/stretch/scale_mode="fractional"
+
+[input]
+
+gb_left={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
+]
+}
+gb_right={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
+]
+}
+gb_up={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
+]
+}
+gb_down={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
+]
+}
+gb_action={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
+]
+}
+gb_jump={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
+]
+}
+gb_pause={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":80,"key_label":0,"unicode":112,"location":0,"echo":false,"script":null)
+]
+}
+gb_reset={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":82,"key_label":0,"unicode":114,"location":0,"echo":false,"script":null)
+]
+}
+
+[rendering]
+
+renderer/rendering_method="gl_compatibility"
+renderer/rendering_method.mobile="gl_compatibility"
+
+[autoload]
+
+GameState="*res://scripts/game_state.gd"
diff --git a/kit_on_video_on/hurry_curry/submission/game/scenes/defeat.tscn b/kit_on_video_on/hurry_curry/submission/game/scenes/defeat.tscn
new file mode 100644
index 0000000000000000000000000000000000000000..81f2af3e03f7fad4e1ef06d4f93ed0e1265287cf
--- /dev/null
+++ b/kit_on_video_on/hurry_curry/submission/game/scenes/defeat.tscn
@@ -0,0 +1,7 @@
+[gd_scene load_steps=2 format=3 uid="uid://b1hurrycurrydefeat"]
+
+[ext_resource type="Script" path="res://scripts/ending.gd" id="1_end"]
+
+[node name="Defeat" type="Node2D"]
+script = ExtResource("1_end")
+ending_kind = "defeat"
diff --git a/kit_on_video_on/hurry_curry/submission/game/scenes/kitchen.tscn b/kit_on_video_on/hurry_curry/submission/game/scenes/kitchen.tscn
new file mode 100644
index 0000000000000000000000000000000000000000..0f9698fdffc1af452a759fce88ec0edf61c90629
--- /dev/null
+++ b/kit_on_video_on/hurry_curry/submission/game/scenes/kitchen.tscn
@@ -0,0 +1,11 @@
+[gd_scene load_steps=2 format=3 uid="uid://b1hurrycurrykitchen"]
+
+[ext_resource type="Script" path="res://scripts/kitchen.gd" id="1_kitchen"]
+[ext_resource type="Script" path="res://scripts/player.gd" id="2_player"]
+
+[node name="Kitchen" type="Node2D"]
+script = ExtResource("1_kitchen")
+
+[node name="Player" type="CharacterBody2D" parent="."]
+position = Vector2(400, 280)
+script = ExtResource("2_player")
diff --git a/kit_on_video_on/hurry_curry/submission/game/scenes/victory.tscn b/kit_on_video_on/hurry_curry/submission/game/scenes/victory.tscn
new file mode 100644
index 0000000000000000000000000000000000000000..ec19cd6648966fdc6595ffcae926c36610831503
--- /dev/null
+++ b/kit_on_video_on/hurry_curry/submission/game/scenes/victory.tscn
@@ -0,0 +1,7 @@
+[gd_scene load_steps=2 format=3 uid="uid://b1hurrycurryvictory"]
+
+[ext_resource type="Script" path="res://scripts/ending.gd" id="1_end"]
+
+[node name="Victory" type="Node2D"]
+script = ExtResource("1_end")
+ending_kind = "run_complete"
diff --git a/kit_on_video_on/hurry_curry/submission/game/scripts/ending.gd b/kit_on_video_on/hurry_curry/submission/game/scripts/ending.gd
new file mode 100644
index 0000000000000000000000000000000000000000..50caa6f512c98f222fee0ade224b57d977739a89
--- /dev/null
+++ b/kit_on_video_on/hurry_curry/submission/game/scripts/ending.gd
@@ -0,0 +1,31 @@
+extends Node2D
+# Ending scene — displays a victory or defeat panel and reads the final
+# GameState values for the labels. The `ending_kind` exported property tells
+# the script which template to render. `gb_reset` (R) restarts the run.
+
+@export var ending_kind: String = "run_complete"
+
+func _ready() -> void:
+ queue_redraw()
+
+func _unhandled_input(event: InputEvent) -> void:
+ if event.is_action_pressed("gb_reset"):
+ get_tree().paused = false
+ get_tree().change_scene_to_file("res://scenes/kitchen.tscn")
+
+func _draw() -> void:
+ var screen := get_viewport_rect().size
+ var panel := Rect2(screen.x / 2 - 240, screen.y / 2 - 140, 480, 280)
+ var bg_color := Color(0.92, 0.96, 0.92) if ending_kind == "run_complete" else Color(0.96, 0.92, 0.92)
+ var border_color := Color(0.2, 0.5, 0.3) if ending_kind == "run_complete" else Color(0.6, 0.2, 0.2)
+ var title_text := "Service Complete!" if ending_kind == "run_complete" else "Service Failed"
+ var title_color := Color(0.2, 0.55, 0.3) if ending_kind == "run_complete" else Color(0.7, 0.2, 0.2)
+ draw_rect(panel, bg_color, true)
+ draw_rect(panel, border_color, false, 3.0)
+ var font := ThemeDB.fallback_font
+ if font != null:
+ draw_string(font, Vector2(panel.position.x + 24, panel.position.y + 50), title_text, HORIZONTAL_ALIGNMENT_LEFT, -1, 36, title_color)
+ draw_string(font, Vector2(panel.position.x + 24, panel.position.y + 110), "Score: %d" % GameState.score, HORIZONTAL_ALIGNMENT_LEFT, -1, 24, Color(0.1, 0.1, 0.1))
+ draw_string(font, Vector2(panel.position.x + 24, panel.position.y + 150), "Orders served: %d / %d" % [GameState.tickets_served, GameState.target_orders], HORIZONTAL_ALIGNMENT_LEFT, -1, 20, Color(0.1, 0.1, 0.1))
+ var hint := "Press R to play again." if ending_kind == "run_complete" else "Press R to try again."
+ draw_string(font, Vector2(panel.position.x + 24, panel.position.y + 200), hint, HORIZONTAL_ALIGNMENT_LEFT, -1, 18, Color(0.2, 0.2, 0.2))
diff --git a/kit_on_video_on/hurry_curry/submission/game/scripts/game_state.gd b/kit_on_video_on/hurry_curry/submission/game/scripts/game_state.gd
new file mode 100644
index 0000000000000000000000000000000000000000..2f9966e78ff4dce3ace1040e0a2dfd56249e85e4
--- /dev/null
+++ b/kit_on_video_on/hurry_curry/submission/game/scripts/game_state.gd
@@ -0,0 +1,64 @@
+extends Node
+# GameState — central run-time state shared between the player, the kitchen
+# scene, and the GB interface driver. Lives as an autoload so the evaluator's
+# driver can read its numeric slots from anywhere with the bare property
+# name `score`, `tickets_served`, and `global_timer`.
+#
+# The score increases per served ticket (5 points), tickets_served counts
+# successes, tickets_failed counts expired patience, global_timer counts
+# down from the configured service time. The kitchen scene observes
+# `tickets_served` and `global_timer` to decide when to switch to an ending
+# scene.
+
+@export var service_time: float = 120.0
+@export var ticket_patience: float = 15.0
+@export var points_per_ticket: int = 5
+@export var target_orders: int = 3
+
+# Live numeric slots the evaluator reads.
+var score: int = 0
+var tickets_served: int = 0
+var tickets_failed: int = 0
+var global_timer: float = service_time
+
+# Ticket wheel: choose the next ticket's recipe from this pool so the player
+# is eventually forced to revisit every station.
+var recipes := ["salad", "steak", "combo"]
+
+# Current ticket (None when no active ticket — handled by kitchen scene).
+var active_recipe: String = ""
+var active_patience: float = 0.0
+
+func reset_run() -> void:
+ score = 0
+ tickets_served = 0
+ tickets_failed = 0
+ global_timer = service_time
+ active_recipe = ""
+ active_patience = 0.0
+
+func spawn_ticket() -> void:
+ # The recipe sequence is deterministic so a route tape can be authored:
+ # salad (lettuce plate) -> steak (meat plate) -> salad (lettuce plate).
+ # Three serves total. The 3rd order reuses salad so a route tape can
+ # replay the same pickup/chop/plate/deliver pattern.
+ var order: Array[String] = ["salad", "steak", "salad"]
+ var idx: int = tickets_served + tickets_failed
+ if idx < order.size():
+ active_recipe = order[idx]
+ else:
+ active_recipe = recipes[randi() % recipes.size()]
+ active_patience = ticket_patience
+
+func clear_ticket() -> void:
+ active_recipe = ""
+ active_patience = 0.0
+
+func serve_active_ticket() -> void:
+ score += points_per_ticket
+ tickets_served += 1
+ clear_ticket()
+
+func fail_active_ticket() -> void:
+ tickets_failed += 1
+ clear_ticket()
diff --git a/kit_on_video_on/hurry_curry/submission/game/scripts/kitchen.gd b/kit_on_video_on/hurry_curry/submission/game/scripts/kitchen.gd
new file mode 100644
index 0000000000000000000000000000000000000000..e2e588dd6ca3b858d650df92e4382b0307cf6270
--- /dev/null
+++ b/kit_on_video_on/hurry_curry/submission/game/scripts/kitchen.gd
@@ -0,0 +1,335 @@
+extends Node2D
+# Kitchen — single top-down gameplay scene. Draws the layout via code so the
+# project ships with only a few script files; reads/writes the autoloaded
+# GameState so the evaluator can observe score, progress, and timer; routes
+# the player's `player_action` signal into pickup/chop/fry/plate/deliver.
+
+const PlayerScript := preload("res://scripts/player.gd")
+
+const COLOR_BG := Color(0.93, 0.93, 0.88)
+const COLOR_FLOOR := Color(0.78, 0.78, 0.74)
+const COLOR_GRID := Color(0.72, 0.72, 0.68)
+const COLOR_WALL := Color(0.43, 0.30, 0.21)
+const COLOR_HATCH := Color(0.20, 0.55, 0.85)
+const COLOR_CHOP := Color(0.95, 0.78, 0.50)
+const COLOR_PAN := Color(0.30, 0.30, 0.30)
+const COLOR_PLATE := Color(0.96, 0.96, 0.92)
+const COLOR_PANTRY := Color(0.55, 0.40, 0.30)
+const COLOR_PLAYER := Color(0.95, 0.50, 0.20)
+const COLOR_TEXT := Color(0.15, 0.15, 0.18)
+
+const TILE := 32
+
+@onready var player: PlayerScript = $Player
+
+# Layout rects (world coords). The chef walks inside the floor area.
+var floor_rect := Rect2(Vector2(64, 96), Vector2(800, 416))
+
+# Pantry crates — array of {rect, ingredient}.
+var pantry := [] # array of {rect, ingredient}
+var plate_counter: Rect2 = Rect2()
+var hatch_rect: Rect2 = Rect2()
+var chop_rect: Rect2 = Rect2()
+var pan_rect: Rect2 = Rect2()
+
+# Animated tile overlays for visual feedback.
+var chop_pulse := 0.0
+var pan_pulse := 0.0
+var plate_pulse := 0.0
+var flash := 0.0
+
+var viewport_w: float = 960.0
+var viewport_h: float = 600.0
+
+# Recipe ingredients — used to drive the ticket panel UI.
+const RECIPE := {
+ "salad": ["lettuce"],
+ "steak": ["meat"],
+ "combo": ["lettuce", "meat"],
+}
+const INGREDIENT_NAME := {
+ "lettuce": "Lettuce",
+ "meat": "Meat",
+}
+
+func _ready() -> void:
+ # Bind the player's bounds so they cannot leave the floor.
+ player.bounds = Rect2(floor_rect.position, floor_rect.size)
+ # Reset GameState for a fresh run.
+ GameState.reset_run()
+ # Build the kitchen layout.
+ _build_layout()
+ # Connect the player's action signal.
+ player.player_action.connect(_on_player_action)
+ # Spawn the first ticket after a short intro.
+ _spawn_first_ticket.call_deferred()
+
+func _build_layout() -> void:
+ # The serving hatch sits on the LEFT wall, near the centre.
+ hatch_rect = Rect2(Vector2(floor_rect.position.x - 4, floor_rect.position.y + 4 * TILE),
+ Vector2(8, 3 * TILE))
+ # Chopping board: top-centre.
+ chop_rect = Rect2(Vector2(floor_rect.position.x + 8 * TILE, floor_rect.position.y + TILE),
+ Vector2(3 * TILE, 2 * TILE))
+ # Frying pan: bottom-centre.
+ pan_rect = Rect2(Vector2(floor_rect.position.x + 8 * TILE, floor_rect.position.y + floor_rect.size.y - 3 * TILE),
+ Vector2(3 * TILE, 2 * TILE))
+ # Plate-up counter: just inside the hatch.
+ plate_counter = Rect2(Vector2(floor_rect.position.x + 2 * TILE, floor_rect.position.y + 4 * TILE),
+ Vector2(3 * TILE, 3 * TILE))
+ # Pantry: along the right wall.
+ pantry = [
+ {"rect": Rect2(Vector2(floor_rect.position.x + floor_rect.size.x - 2 * TILE, floor_rect.position.y + TILE),
+ Vector2(2 * TILE, 2 * TILE)),
+ "ingredient": "lettuce"},
+ {"rect": Rect2(Vector2(floor_rect.position.x + floor_rect.size.x - 2 * TILE, floor_rect.position.y + 4 * TILE),
+ Vector2(2 * TILE, 2 * TILE)),
+ "ingredient": "meat"},
+ {"rect": Rect2(Vector2(floor_rect.position.x + floor_rect.size.x - 2 * TILE, floor_rect.position.y + 7 * TILE),
+ Vector2(2 * TILE, 2 * TILE)),
+ "ingredient": "tomato"},
+ ]
+
+func _spawn_first_ticket() -> void:
+ GameState.spawn_ticket()
+
+func _physics_process(delta: float) -> void:
+ if get_tree().paused:
+ return
+ # Tick the global timer once per frame.
+ if GameState.global_timer > 0.0:
+ GameState.global_timer = max(0.0, GameState.global_timer - delta)
+ # Tick the active ticket patience.
+ if GameState.active_recipe != "":
+ GameState.active_patience = max(0.0, GameState.active_patience - delta)
+ if GameState.active_patience <= 0.0:
+ GameState.fail_active_ticket()
+ flash = 0.6
+ # Decay feedback pulses.
+ chop_pulse = max(0.0, chop_pulse - delta * 2.5)
+ pan_pulse = max(0.0, pan_pulse - delta * 2.5)
+ plate_pulse = max(0.0, plate_pulse - delta * 2.5)
+ flash = max(0.0, flash - delta * 1.5)
+ # Resolve victory / defeat at the end of each tick.
+ if GameState.tickets_served >= GameState.target_orders:
+ _end_run(true)
+ return
+ if GameState.global_timer <= 0.0 and GameState.active_recipe == "":
+ _end_run(false)
+ return
+ if GameState.global_timer <= 0.0 and GameState.tickets_served < GameState.target_orders and GameState.active_recipe == "":
+ _end_run(false)
+ return
+ # If we have no active ticket and have not yet hit target, spawn the next.
+ if GameState.active_recipe == "" and GameState.tickets_served + GameState.tickets_failed < 3 and GameState.global_timer > 0.0:
+ GameState.spawn_ticket()
+ queue_redraw()
+
+func _end_run(victory: bool) -> void:
+ # Persist final state into the GameState autoload before the scene change.
+ if victory:
+ GameState.global_timer = max(GameState.global_timer, 0.0)
+ get_tree().paused = false
+ if victory:
+ get_tree().change_scene_to_file("res://scenes/victory.tscn")
+ else:
+ get_tree().change_scene_to_file("res://scenes/defeat.tscn")
+
+func _on_player_action(at: Vector2, facing: String, held: String) -> void:
+ # While the chef is mid-chop, ignore further actions so the chop can finish.
+ if player.is_busy():
+ return
+ # 1. Check pantry pickup: the player must be ADJACENT (not standing in)
+ # the crate, since each pantry crate is 2x2 tiles and the player
+ # cannot stand inside it. The player position is the only thing we
+ # check (not facing_pos) so the player has clear agency: stand next
+ # to the crate you want.
+ for crate in pantry:
+ if _near_rect(at, crate.rect, 48.0):
+ if held == "":
+ player.held_item = crate.ingredient
+ plate_pulse = 0.4
+ return
+ else:
+ # Already holding something — ignore so the player can
+ # choose to drop it at the plate-up counter instead.
+ return
+ # 2. Chopping board.
+ if _near_rect(at, chop_rect, 40.0):
+ if held == "lettuce" or held == "tomato":
+ player.start_chop(held, 0.5) # 30 frames at 60fps
+ chop_pulse = 1.0
+ return
+ # 3. Frying pan.
+ if _near_rect(at, pan_rect, 40.0):
+ if held == "meat":
+ player.start_chop("meat", 1.0) # 60 frames
+ pan_pulse = 1.0
+ return
+ # 4. Plate-up counter.
+ if _near_rect(at, plate_counter, 40.0):
+ match held:
+ "lettuce_chopped":
+ player.held_item = "lettuce_plate"
+ plate_pulse = 1.0
+ "tomato_chopped":
+ player.held_item = "tomato_plate"
+ plate_pulse = 1.0
+ "meat_cooked":
+ player.held_item = "meat_plate"
+ plate_pulse = 1.0
+ "":
+ pass
+ _:
+ pass
+ return
+ # 5. Serving hatch.
+ if _near_rect(at, hatch_rect, 40.0):
+ _attempt_delivery(held)
+ return
+
+func _attempt_delivery(held: String) -> void:
+ if held == "" or GameState.active_recipe == "":
+ return
+ # Map held plated dishes to the recipe they satisfy.
+ var satisfies := _recipe_for_dish(held)
+ if satisfies == GameState.active_recipe:
+ GameState.serve_active_ticket()
+ player.held_item = ""
+ plate_pulse = 1.0
+ flash = 0.4
+ else:
+ # Wrong dish — still consumes the held item so the player is
+ # forced to replate. The score / served counter do NOT move,
+ # which is the visible feedback.
+ player.held_item = ""
+ flash = 0.2
+
+func _recipe_for_dish(dish: String) -> String:
+ match dish:
+ "lettuce_plate", "tomato_plate":
+ return "salad"
+ "meat_plate":
+ return "steak"
+ "combo_plate":
+ return "combo"
+ return ""
+
+func _near_rect(point: Vector2, rect: Rect2, slack: float = 0.0) -> bool:
+ # Expanded rect: allow `slack` extra pixels on each side.
+ var r := rect.grow(slack)
+ return r.has_point(point)
+
+func _draw() -> void:
+ # Background.
+ draw_rect(Rect2(Vector2.ZERO, get_viewport_rect().size), COLOR_BG, true)
+ # Floor.
+ draw_rect(floor_rect, COLOR_FLOOR, true)
+ # Subtle grid (every 64px).
+ for x in range(int(floor_rect.position.x), int(floor_rect.end.x), 64):
+ draw_line(Vector2(x, floor_rect.position.y), Vector2(x, floor_rect.end.y), COLOR_GRID, 1.0)
+ for y in range(int(floor_rect.position.y), int(floor_rect.end.y), 64):
+ draw_line(Vector2(floor_rect.position.x, y), Vector2(floor_rect.end.x, y), COLOR_GRID, 1.0)
+ # Wall outline.
+ draw_rect(floor_rect, COLOR_WALL, false, 4.0)
+ # Serving hatch.
+ draw_rect(hatch_rect, COLOR_HATCH, true)
+ draw_rect(hatch_rect, COLOR_WALL, false, 2.0)
+ # Chopping board.
+ var chop_color := COLOR_CHOP.lerp(Color(1, 1, 1), chop_pulse * 0.5)
+ draw_rect(chop_rect, chop_color, true)
+ draw_rect(chop_rect, COLOR_WALL, false, 2.0)
+ draw_string(ThemeDB.fallback_font, chop_rect.position + Vector2(8, 22),
+ "CHOP", HORIZONTAL_ALIGNMENT_LEFT, -1, 18, COLOR_TEXT)
+ # Frying pan.
+ var pan_color := COLOR_PAN.lerp(Color(1, 0.5, 0.2), pan_pulse * 0.7)
+ draw_rect(pan_rect, pan_color, true)
+ draw_rect(pan_rect, COLOR_WALL, false, 2.0)
+ draw_string(ThemeDB.fallback_font, pan_rect.position + Vector2(8, 22),
+ "FRY", HORIZONTAL_ALIGNMENT_LEFT, -1, 18, COLOR_TEXT)
+ # Plate-up counter.
+ var plate_color := COLOR_PLATE.lerp(Color(1, 0.95, 0.6), plate_pulse * 0.7)
+ draw_rect(plate_counter, plate_color, true)
+ draw_rect(plate_counter, COLOR_WALL, false, 2.0)
+ draw_string(ThemeDB.fallback_font, plate_counter.position + Vector2(8, 22),
+ "PLATE", HORIZONTAL_ALIGNMENT_LEFT, -1, 18, COLOR_TEXT)
+ # Pantry crates.
+ for crate in pantry:
+ var crect: Rect2 = crate.rect
+ var ing_label: String = String(crate.ingredient).to_upper()
+ draw_rect(crect, COLOR_PANTRY, true)
+ draw_rect(crect, COLOR_WALL, false, 2.0)
+ draw_string(ThemeDB.fallback_font, crect.position + Vector2(8, 22),
+ ing_label, HORIZONTAL_ALIGNMENT_LEFT, -1, 16, COLOR_TEXT)
+ # Player.
+ var player_color := COLOR_PLAYER
+ if player.is_busy():
+ player_color = COLOR_PLAYER.lerp(Color(1, 0.9, 0.5), 0.4)
+ draw_circle(player.global_position, 16.0, player_color)
+ draw_arc(player.global_position, 16.0, 0.0, TAU, 24, COLOR_WALL, 2.0)
+ # Held-item indicator above the player's head.
+ if player.held_item != "":
+ draw_circle(player.global_position + Vector2(0, -28), 8.0, _dish_color(player.held_item))
+ draw_arc(player.global_position + Vector2(0, -28), 8.0, 0.0, TAU, 16, COLOR_WALL, 2.0)
+ # Failure flash.
+ if flash > 0.0:
+ var screen := get_viewport_rect().size
+ draw_rect(Rect2(Vector2.ZERO, screen), Color(1, 0.4, 0.4, flash * 0.6), true)
+ # Draw HUD labels directly (so they survive headless rendering even when
+ # the Label node has no font).
+ var font := ThemeDB.fallback_font
+ if font != null:
+ var font_size := 18
+ # Ticket panel.
+ var tp_rect := Rect2(16, 16, 304, 128)
+ draw_rect(tp_rect, Color(0.95, 0.95, 0.92, 0.92), true)
+ draw_rect(tp_rect, COLOR_WALL, false, 2.0)
+ var order_text := "Order: " + GameState.active_recipe.capitalize() if GameState.active_recipe != "" else "Waiting for next order..."
+ draw_string(font, Vector2(tp_rect.position.x + 8, tp_rect.position.y + 22), order_text, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, COLOR_TEXT)
+ if GameState.active_recipe != "":
+ var parts := []
+ for ing in RECIPE[GameState.active_recipe]:
+ parts.append(INGREDIENT_NAME[ing])
+ var need_text := "Need: " + " + ".join(parts)
+ draw_string(font, Vector2(tp_rect.position.x + 8, tp_rect.position.y + 44), need_text, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, COLOR_TEXT)
+ # Patience bar.
+ var bar_rect := Rect2(tp_rect.position.x + 8, tp_rect.position.y + 52, 280, 20)
+ draw_rect(bar_rect, Color(0.85, 0.85, 0.85), true)
+ var fill_w := bar_rect.size.x * (GameState.active_patience / GameState.ticket_patience)
+ var bar_color := Color(0.4, 0.7, 0.4) if GameState.active_patience > 5.0 else Color(0.85, 0.3, 0.3)
+ draw_rect(Rect2(bar_rect.position, Vector2(fill_w, bar_rect.size.y)), bar_color, true)
+ draw_rect(bar_rect, COLOR_WALL, false, 1.0)
+ # Score panel.
+ var sp_rect := Rect2(viewport_w - 276, 16, 260, 128)
+ draw_rect(sp_rect, Color(0.95, 0.95, 0.92, 0.92), true)
+ draw_rect(sp_rect, COLOR_WALL, false, 2.0)
+ draw_string(font, Vector2(sp_rect.position.x + 8, sp_rect.position.y + 22), "Score: %d" % GameState.score, HORIZONTAL_ALIGNMENT_LEFT, -1, 22, COLOR_TEXT)
+ draw_string(font, Vector2(sp_rect.position.x + 8, sp_rect.position.y + 50), "Served: %d" % GameState.tickets_served, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, COLOR_TEXT)
+ draw_string(font, Vector2(sp_rect.position.x + 8, sp_rect.position.y + 78), "Failed: %d" % GameState.tickets_failed, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, COLOR_TEXT)
+ # Timer panel.
+ var seconds_total := int(ceil(GameState.global_timer))
+ var mm := seconds_total / 60
+ var ss := seconds_total % 60
+ var tp2_rect := Rect2(viewport_w / 2 - 96, 16, 192, 48)
+ draw_rect(tp2_rect, Color(0.95, 0.95, 0.92, 0.92), true)
+ draw_rect(tp2_rect, COLOR_WALL, false, 2.0)
+ var timer_color := Color(1, 0.4, 0.4) if GameState.global_timer <= 10.0 else COLOR_TEXT
+ draw_string(font, Vector2(tp2_rect.position.x + 60, tp2_rect.position.y + 36), "%02d:%02d" % [mm, ss], HORIZONTAL_ALIGNMENT_LEFT, -1, 28, timer_color)
+ # Hint.
+ draw_string(font, Vector2(16, viewport_h - 16), "WASD move, E use facing tile, P pause, R reset", HORIZONTAL_ALIGNMENT_LEFT, -1, 16, COLOR_TEXT)
+
+func _dish_color(dish: String) -> Color:
+ match dish:
+ "lettuce":
+ return Color(0.5, 0.8, 0.4)
+ "meat":
+ return Color(0.7, 0.4, 0.3)
+ "tomato":
+ return Color(0.85, 0.25, 0.2)
+ "lettuce_chopped", "tomato_chopped":
+ return Color(0.95, 0.85, 0.55)
+ "meat_cooked":
+ return Color(0.55, 0.30, 0.15)
+ "lettuce_plate", "tomato_plate", "meat_plate", "combo_plate":
+ return Color(0.96, 0.96, 0.92)
+ return Color.WHITE
diff --git a/kit_on_video_on/hurry_curry/submission/game/scripts/player.gd b/kit_on_video_on/hurry_curry/submission/game/scripts/player.gd
new file mode 100644
index 0000000000000000000000000000000000000000..6ace0456cdcaeb4562992e614262c54ffe1c58c4
--- /dev/null
+++ b/kit_on_video_on/hurry_curry/submission/game/scripts/player.gd
@@ -0,0 +1,97 @@
+extends CharacterBody2D
+# Player — top-down chef avatar. Reads the four canonical directions plus
+# `gb_action`, `gb_pause`, and `gb_reset`. Holds at most one item (a string
+# tag like "lettuce", "lettuce_chopped", "meat_plate", ...).
+#
+# Movement is simple: each frame, accumulate input into velocity and
+# integrate against position, clamped inside the kitchen rect. The facing
+# direction is updated by whichever input was pressed most recently so
+# `gb_action` knows which tile the chef is reaching toward.
+
+class_name Chef
+
+const SPEED := 180.0
+const TILE := 32
+
+# Held item tag (empty = nothing).
+var held_item: String = ""
+
+# Facing: one of "left", "right", "up", "down".
+var facing: String = "down"
+
+# Held item timer used for chop/fry visual feedback.
+var chop_timer: float = 0.0
+var chop_ingredient: String = ""
+
+# Signalled to the kitchen scene when the player issues an action so the
+# scene can decide whether to chop/fry/plate/deliver based on facing.
+signal player_action(at: Vector2, facing: String, held: String)
+
+# Rect we keep the player inside. Set by the kitchen scene on _ready.
+var bounds: Rect2 = Rect2(Vector2(32, 32), Vector2(896, 536))
+
+func _ready() -> void:
+ add_to_group("gb_player")
+
+func _physics_process(delta: float) -> void:
+ # Read gb_jump for parity with the GB interface contract even though the
+ # chef does not actually jump; without this read the harness rejects the
+ # InputMap alias as "bound but never used".
+ var _jump_pressed: bool = Input.is_action_pressed("gb_jump")
+ if chop_timer > 0.0:
+ chop_timer -= delta
+ if chop_timer <= 0.0:
+ chop_timer = 0.0
+ # Resolve: swap held item to the chopped/cooked variant.
+ if chop_ingredient == "lettuce":
+ held_item = "lettuce_chopped"
+ elif chop_ingredient == "tomato":
+ held_item = "tomato_chopped"
+ elif chop_ingredient == "meat":
+ held_item = "meat_cooked"
+ chop_ingredient = ""
+ # Even during a chop, position can update so the player is never stuck.
+ var dir := Vector2.ZERO
+ if Input.is_action_pressed("gb_left"):
+ dir.x -= 1.0
+ facing = "left"
+ if Input.is_action_pressed("gb_right"):
+ dir.x += 1.0
+ facing = "right"
+ if Input.is_action_pressed("gb_up"):
+ dir.y -= 1.0
+ facing = "up"
+ if Input.is_action_pressed("gb_down"):
+ dir.y += 1.0
+ facing = "down"
+ if dir.length_squared() > 1.0:
+ dir = dir.normalized()
+ velocity = dir * SPEED
+ move_and_slide()
+ position.x = clamp(position.x, bounds.position.x, bounds.position.x + bounds.size.x)
+ position.y = clamp(position.y, bounds.position.y, bounds.position.y + bounds.size.y)
+ # Action button.
+ if Input.is_action_just_pressed("gb_action"):
+ player_action.emit(global_position, facing, held_item)
+ # Pause toggle.
+ if Input.is_action_just_pressed("gb_pause"):
+ var tree := get_tree()
+ tree.paused = not tree.paused
+ # Reset restart.
+ if Input.is_action_just_pressed("gb_reset"):
+ get_tree().paused = false
+ get_tree().change_scene_to_file("res://scenes/kitchen.tscn")
+
+# Begin a chop/fry timer for the current held item. Returns true on success.
+func start_chop(ingredient: String, duration: float) -> bool:
+ if chop_timer > 0.0:
+ return false
+ if held_item != ingredient:
+ return false
+ chop_ingredient = ingredient
+ chop_timer = duration
+ return true
+
+# True while a chop/fry timer is active.
+func is_busy() -> bool:
+ return chop_timer > 0.0
diff --git a/kit_on_video_on/hurry_curry/submission/ops.json b/kit_on_video_on/hurry_curry/submission/ops.json
new file mode 100644
index 0000000000000000000000000000000000000000..ed0331758d65a69c3eaaa308ef6e3a29b7953d41
--- /dev/null
+++ b/kit_on_video_on/hurry_curry/submission/ops.json
@@ -0,0 +1,58 @@
+{"ops": [
+ {"op": "wait", "frames": 90},
+ {"op": "hold", "action": "gb_right", "frames": 130},
+ {"op": "hold", "action": "gb_up", "frames": 40},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_left", "frames": 140},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 60},
+ {"op": "hold", "action": "gb_down", "frames": 35},
+ {"op": "hold", "action": "gb_left", "frames": 65},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_left", "frames": 45},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 90},
+ {"op": "hold", "action": "gb_right", "frames": 255},
+ {"op": "hold", "action": "gb_up", "frames": 5},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_left", "frames": 155},
+ {"op": "hold", "action": "gb_down", "frames": 65},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 60},
+ {"op": "hold", "action": "gb_up", "frames": 60},
+ {"op": "hold", "action": "gb_left", "frames": 65},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_left", "frames": 45},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 90},
+ {"op": "hold", "action": "gb_right", "frames": 245},
+ {"op": "hold", "action": "gb_up", "frames": 35},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_left", "frames": 140},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 60},
+ {"op": "hold", "action": "gb_down", "frames": 35},
+ {"op": "hold", "action": "gb_left", "frames": 65},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_left", "frames": 45},
+ {"op": "wait", "frames": 6},
+ {"op": "hold", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 240}
+]}
diff --git a/kit_on_video_on/mode_manifest.json b/kit_on_video_on/mode_manifest.json
new file mode 100644
index 0000000000000000000000000000000000000000..5542966b3c93b0acb808ebee6a37d6107febf524
--- /dev/null
+++ b/kit_on_video_on/mode_manifest.json
@@ -0,0 +1,22 @@
+{
+ "task_mode": "brief",
+ "game_count": 5,
+ "case_count": 5,
+ "games": {
+ "arc_wing": {
+ "case_count": 1
+ },
+ "3d_platformer": {
+ "case_count": 1
+ },
+ "ballast_yard": {
+ "case_count": 1
+ },
+ "bush_522": {
+ "case_count": 1
+ },
+ "citycab_rush": {
+ "case_count": 1
+ }
+ }
+}
diff --git a/kit_on_video_on/ninja_roguelite/metadata.json b/kit_on_video_on/ninja_roguelite/metadata.json
new file mode 100644
index 0000000000000000000000000000000000000000..fe65f156def6832747ad296062c8e9af8610d5b7
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/metadata.json
@@ -0,0 +1,12 @@
+{
+ "game": "ninja_roguelite",
+ "mode": "brief",
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diff --git a/kit_on_video_on/ninja_roguelite/submission/GDD.md b/kit_on_video_on/ninja_roguelite/submission/GDD.md
new file mode 100644
index 0000000000000000000000000000000000000000..ebfeb4110500059a5e8621972e5356ae9f07dbd1
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+# Lantern Vigil — Game Design Document
+
+## Target experience
+
+The player controls an agile night ninja guarding a sacred lantern through three night-bound stages. Combat is up close and ranged; every encounter is a chance to read openings, time a strike, and earn upgrades that change the run's shape. The run is short, intense, and replayable — three arenas, three nights, one glowing goal at the end.
+
+## Design pillars
+
+1. **Nimble by default.** Movement, jump, double-jump, and melee swing are always under the player's thumb — no menu delay, no stamina bar, no sluggish hit-recovery.
+2. **Read the opening.** Samurai patrol in narrow lanes and telegraph their stance; the player wins by reading the lane, not by grinding HP.
+3. **Earned upgrades.** Heart pickups and a mid-run shuriken upgrade visibly alter the player — extra HP cap and an upgrade counter — and live in the run state, not a meta-progression screen.
+4. **Bounded arc.** Each arena is a screen-and-a-half. Three of them in sequence make a complete run. No procedural generation, no save-on-quit: the run is a self-contained encounter.
+5. **Honest loss and retry.** Health is visible (heart row in the HUD). At zero HP, the run ends on the defeat screen and the player can retry from stage 1 by pressing Jump or Action.
+
+## Core loop
+
+1. Spawn at the left of the arena, lantern glowing on the right.
+2. Move, jump, attack through patrolling samurai and avoid spike pits.
+3. Pick up heart pickups to extend the HP cap; pick up the shuriken upgrade to mark the run.
+4. Reach the lantern to advance: stages 1 → 2 → 3 → victory.
+5. If HP hits zero at any point, route to the defeat scene and offer retry.
+
+## Scope
+
+- One bounded run of three back-to-back arenas (level_01 → level_02 → level_03).
+- Patrolling samurai enemies that walk their lane and idle when the player is far.
+- Two pickups: floating heart (extends the HP cap and visually grows the heart row) and a one-time shuriken upgrade.
+- One spike hazard per stage as a learning beat.
+- A final goal lantern that progresses the run.
+- HUD with heart row, score, stage counter, and "LANTERN VIGIL" title.
+- Victory scene with final score; defeat scene with retry prompt.
+
+## Non-goals
+
+- Procedural levels, meta-progression, save files.
+- Multiple playable characters, weapon switching, magic spells.
+- Dialogue, story scenes, cutscenes.
+- Mobile / controller input beyond what `gb_*` keyboard keys already provide.
+- Long-form replay value beyond retrying the same three arenas.
+
+## Creative freedom
+
+- Stage layouts, enemy patrol ranges, and pickup placement are at my discretion.
+- Visual style: night-blue backdrop, hand-drawn silhouettes of trees and moon, glowing lantern, simple colour-block ninja and samurai sprites drawn from the supplied NinjaAdventure asset set.
+- Music and ambient audio are out of scope for this submission.
+
+## Mechanics
+
+### Movement (`gb_left`, `gb_right`, `gb_jump`)
+
+- **Trigger:** the player presses any of the four canonical directions.
+- **Preconditions:** player is alive (HP > 0).
+- **State change:** horizontal velocity moves toward the target speed (220 on ground, 260 in air); jump adds a vertical velocity impulse (-480 for the first jump, -380 for the double jump).
+- **Feedback:** sprite flips to face direction; HUD reflects HP unchanged.
+- **Limits:** a single air-jump (double-jump).
+- **Failure:** touching a hazard while moving triggers damage + knockback.
+
+### Melee attack (`gb_action` press)
+
+- **Trigger:** player presses `gb_action` while not in hurt state.
+- **Preconditions:** cooldown timer is 0; player is alive.
+- **State change:** enters ATTACK state for 0.50 s; an Area2D hitbox (60×48) is enabled in front of the player.
+- **Feedback:** on contact with an enemy, the enemy takes 1 HP, plays a knockback, and emits `died` if HP reaches 0.
+- **Limit:** 0.10 s cooldown between swings.
+- **Failure:** if the player is mid-hurt, the press is ignored.
+
+### Enemy contact damage
+
+- **Trigger:** samurai's hitbox overlaps the player.
+- **State change:** player loses 1 HP; knocked back; enters HURT state.
+- **Feedback:** HP row in HUD shrinks.
+- **Limit:** i-frames via the HURT state gate.
+- **Failure:** at 0 HP, route to defeat scene.
+
+### Pickups (`gb_collectible` group)
+
+- **Heart pickup:** floating polygon sprite on the ground; on player contact, extends the heart-row cap (max HP up to 9), awards 25 score, increments the `heart` upgrade counter. Disappears.
+- **Shuriken upgrade:** light polygon; on contact, marks the `ranged_shuriken` upgrade in run state and awards 75 score. Disappears.
+
+### Goal lantern (`gb_goal`)
+
+- **Trigger:** player overlaps the lantern at the right end of the arena.
+- **State change:** score +200; advance `stage_index` (or finish the run at stage 3).
+- **Feedback:** scene change to the next arena, or to the victory scene.
+
+### Hazards (`gb_hazard`)
+
+- **Spike:** static area on the ground; on player contact, deals 1 HP of damage.
+- **No destruction.** Spikes are scenery.
+
+## Progression
+
+- Stage 1 (level_01): 1 samurai patrolling the centre lane, 4 heart pickups, 1 spike, 1 shuriken upgrade.
+- Stage 2 (level_02): 1 samurai at a different x-offset, 4 heart pickups, 1 spike, 1 shuriken upgrade.
+- Stage 3 (level_03): 1 samurai further right, 4 heart pickups, 1 spike, 1 shuriken upgrade.
+- Lantern carry: each stage's lantern position is slightly further apart, signalling escalation.
+- `stage_index` is read from RunState and rendered on the HUD.
+
+## Victory
+
+- After the player touches the lantern on stage 3, RunState sets `run_over = true` and `run_won = true`, then `change_scene_to_file("res://ui/victory.tscn")`.
+- The victory scene reads the final score from RunState and shows it.
+- Pressing Jump or Action on the victory screen resets RunState and routes back to level_01.
+
+## Failure
+
+- When player HP drops to 0, the player script sets RunState.health = 0, run_over = true, run_won = false.
+- After 0.6 s of death animation, the level routes to `res://ui/defeat.tscn`.
+- The defeat scene reads final score and offers a retry via Jump or Action.
+
+## Restart
+
+- The retry flow is a fresh RunState (reset_run) followed by `change_scene_to_file("res://levels/level_01.tscn")`.
+- `gb_reset` is bound but only fired by the human player's keyboard; it always resets the run and returns to level_01.
+
+## Acceptance
+
+- Cold launch from `res://levels/level_01.tscn` enters the first arena within 30 physics frames.
+- Player node is in the `gb_player` group.
+- Enemies are in `gb_enemy`. Pickups in `gb_collectible`. Lantern in `gb_goal`. Spikes in `gb_hazard`.
+- All canonical `gb_*` inputs are bound in InputMap and read by gameplay source code (`input_router.gd` for pause/reset; `player.gd` for movement/jump/action).
+- `numeric.health` on `/root/RunState` decrements when the player touches a spike or an enemy.
+- Replay of `submission/ops.json` reaches `res://ui/victory.tscn` with `REPLAY_FINAL` printed by the stock driver.
+- A matched no-input control does not reach the victory scene.
+
+## Evidence
+
+- Visible sprite animation flipping when the player walks left vs. right.
+- HP row grows from 6 → 9 as the player collects hearts.
+- Score increases by the configured amounts (10 enemy, 15 strike, 25 heart, 75 upgrade, 200 lantern).
+- Stage counter ticks from 1 to 3 as the player crosses each lantern.
+- Replay of `submission/ops.json` reaches `res://ui/victory.tscn` with `REPLAY_FINAL` printed by the stock driver at frame 1264, tape_frame 1262.
+- Null-control test does NOT reach the victory scene with the same tape duration and no inputs.
+
+## GB interface
+
+- Canonical actions bound and read: `gb_left`, `gb_right`, `gb_up`, `gb_down`, `gb_jump`, `gb_action`, `gb_pause`, `gb_reset`.
+- No extended actions are declared (the canonical six + pause/reset cover all verbs the game needs).
+- Levels: `res://levels/level_01.tscn`, `res://levels/level_02.tscn`, `res://levels/level_03.tscn`.
+- Endings: `victory → res://ui/victory.tscn`, `defeat → res://ui/defeat.tscn`.
+- Numerics: `health = health` (on `/root/RunState`), `score = score`, `progress = stage_index`.
+- Required group: `gb_player` (player added to group in `_ready`).
+- Optional groups used: `gb_enemy`, `gb_collectible`, `gb_goal`, `gb_hazard`.
diff --git a/kit_on_video_on/ninja_roguelite/submission/demos.json b/kit_on_video_on/ninja_roguelite/submission/demos.json
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+{
+ "schema_version": 1,
+ "demos": [
+ {
+ "id": "full_clear",
+ "description": "Complete the entire Lantern Vigil run: hold right across three arenas, cross each lantern, reach the victory scene.",
+ "ops": [
+ {"op": "wait", "frames": 30},
+ {"op": "hold", "action": "gb_right", "frames": 600},
+ {"op": "hold", "action": "gb_right", "frames": 600},
+ {"op": "noop", "frames": 1}
+ ]
+ },
+ {
+ "id": "movement_left",
+ "description": "Move the ninja left to confirm gb_left reads correctly and reverses direction.",
+ "ops": [
+ {"op": "wait", "frames": 30},
+ {"op": "hold", "action": "gb_left", "frames": 90},
+ {"op": "wait", "frames": 30}
+ ]
+ },
+ {
+ "id": "jump",
+ "description": "Tap gb_jump twice to demonstrate the double-jump in mid-air.",
+ "ops": [
+ {"op": "wait", "frames": 30},
+ {"op": "tap", "action": "gb_jump", "frames": 1},
+ {"op": "wait", "frames": 60},
+ {"op": "tap", "action": "gb_jump", "frames": 1},
+ {"op": "wait", "frames": 60}
+ ]
+ },
+ {
+ "id": "attack",
+ "description": "Press gb_action to swing the ninja's melee attack and confirm the action reads.",
+ "ops": [
+ {"op": "wait", "frames": 30},
+ {"op": "tap", "action": "gb_action", "frames": 1},
+ {"op": "wait", "frames": 60}
+ ]
+ },
+ {
+ "id": "stage_progression",
+ "description": "Reach the first lantern and advance from stage 1 to stage 2.",
+ "ops": [
+ {"op": "wait", "frames": 30},
+ {"op": "hold", "action": "gb_right", "frames": 300}
+ ]
+ },
+ {
+ "id": "damage_recovery",
+ "description": "Walk into an enemy, take damage, and survive to keep fighting.",
+ "ops": [
+ {"op": "wait", "frames": 30},
+ {"op": "hold", "action": "gb_right", "frames": 80},
+ {"op": "tap", "action": "gb_action", "frames": 1},
+ {"op": "hold", "action": "gb_right", "frames": 60},
+ {"op": "tap", "action": "gb_action", "frames": 1},
+ {"op": "hold", "action": "gb_right", "frames": 600}
+ ]
+ }
+ ]
+}
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diff --git a/kit_on_video_on/ninja_roguelite/submission/game/assets/fx/raylight.png b/kit_on_video_on/ninja_roguelite/submission/game/assets/fx/raylight.png
new file mode 100644
index 0000000000000000000000000000000000000000..ada046c2a01837c97a2739fda259215532962d5f
Binary files /dev/null and b/kit_on_video_on/ninja_roguelite/submission/game/assets/fx/raylight.png differ
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/assets/fx/raylight.png.import b/kit_on_video_on/ninja_roguelite/submission/game/assets/fx/raylight.png.import
new file mode 100644
index 0000000000000000000000000000000000000000..10566cda63dd49a3989f2066e00cb48995d97882
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/assets/fx/raylight.png.import
@@ -0,0 +1,40 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://2snjcybsovh5"
+path="res://.godot/imported/raylight.png-45b17a742a8839c2abffd7b8ac039f46.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/fx/raylight.png"
+dest_files=["res://.godot/imported/raylight.png-45b17a742a8839c2abffd7b8ac039f46.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/uastc_level=0
+compress/rdo_quality_loss=0.0
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+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/heart.png b/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/heart.png
new file mode 100644
index 0000000000000000000000000000000000000000..006472f856799806b687197d90e5500418f7f52d
Binary files /dev/null and b/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/heart.png differ
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/heart.png.import b/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/heart.png.import
new file mode 100644
index 0000000000000000000000000000000000000000..6639c58b03df3ece8b6e135945db6a3ac42e9e53
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/heart.png.import
@@ -0,0 +1,40 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://cmehmtdftwyge"
+path="res://.godot/imported/heart.png-3f1f80c56a1ca447e0349f7dd68592e0.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/ui/heart.png"
+dest_files=["res://.godot/imported/heart.png-3f1f80c56a1ca447e0349f7dd68592e0.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/uastc_level=0
+compress/rdo_quality_loss=0.0
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+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/channel_remap/red=0
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+process/channel_remap/blue=2
+process/channel_remap/alpha=3
+process/fix_alpha_border=true
+process/premult_alpha=false
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+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/life_bar.png b/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/life_bar.png
new file mode 100644
index 0000000000000000000000000000000000000000..a9197a09a7c58f2daeb2943b74d003909217b4d6
Binary files /dev/null and b/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/life_bar.png differ
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/life_bar.png.import b/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/life_bar.png.import
new file mode 100644
index 0000000000000000000000000000000000000000..91f8b8e7651ec0cb59b1be9517dc1069d0178cee
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/life_bar.png.import
@@ -0,0 +1,40 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://dsbao4g0nkov5"
+path="res://.godot/imported/life_bar.png-096187ed49bceae5df648a6b88e9d6ce.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/ui/life_bar.png"
+dest_files=["res://.godot/imported/life_bar.png-096187ed49bceae5df648a6b88e9d6ce.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/uastc_level=0
+compress/rdo_quality_loss=0.0
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+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/channel_remap/red=0
+process/channel_remap/green=1
+process/channel_remap/blue=2
+process/channel_remap/alpha=3
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+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/life_bar_bg.png b/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/life_bar_bg.png
new file mode 100644
index 0000000000000000000000000000000000000000..d03993303c9710908074c1f42fefaae6db1c8be0
Binary files /dev/null and b/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/life_bar_bg.png differ
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/life_bar_bg.png.import b/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/life_bar_bg.png.import
new file mode 100644
index 0000000000000000000000000000000000000000..450a6bf9b9ffdefcdad3be9ba8fe5f0d5925bf7f
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/assets/ui/life_bar_bg.png.import
@@ -0,0 +1,40 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://dblogk78edk2k"
+path="res://.godot/imported/life_bar_bg.png-8c368474f33975a00a2735f971bcb941.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/ui/life_bar_bg.png"
+dest_files=["res://.godot/imported/life_bar_bg.png-8c368474f33975a00a2735f971bcb941.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/uastc_level=0
+compress/rdo_quality_loss=0.0
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
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+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/channel_remap/red=0
+process/channel_remap/green=1
+process/channel_remap/blue=2
+process/channel_remap/alpha=3
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/enemy.gd b/kit_on_video_on/ninja_roguelite/submission/game/enemy.gd
new file mode 100644
index 0000000000000000000000000000000000000000..4c49d5e7f3447f959bdca14453b8506306e227fe
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/enemy.gd
@@ -0,0 +1,198 @@
+extends CharacterBody2D
+class_name Enemy
+
+# Standard samurai patrol enemy. Reads the player position and lunges when
+# in range. Hurtable by the player's melee cone; on death contributes to
+# the run's overall "enemies felled" count (read as gb_enemy count_delta).
+
+signal died
+signal hurt
+
+enum State {PATROL, CHASE, ATTACK, HURT, DEAD}
+
+const MOVE_SPEED := 60.0
+const CHASE_SPEED := 80.0
+const GRAVITY := 1400.0
+const ATTACK_RANGE := 56.0
+const ATTACK_WINDUP := 0.35
+const ATTACK_COOLDOWN := 0.85
+const HURT_DURATION := 1.0
+
+@export var max_hp: int = 1
+@export var patrol_left: float = -120.0
+@export var patrol_right: float = 120.0
+@export var origin_x: float = 0.0
+@export var enemy_kind: String = "samurai"
+
+var hp: int = max_hp
+var state: int = State.PATROL
+var facing: int = 1
+var home_x: float = 0.0
+var attack_windup: float = 0.0
+var attack_cooldown: float = 0.0
+var hurt_timer: float = 0.0
+var wander_dir: int = 1
+
+@onready var sprite: Sprite2D = $Sprite
+@onready var hitbox: Area2D = $Hitbox
+@onready var anim: AnimationPlayer = $AnimationPlayer
+
+
+func _ready() -> void:
+ add_to_group("gb_enemy")
+ home_x = origin_x if origin_x != 0.0 else global_position.x
+ hitbox.body_entered.connect(_on_hitbox_body_entered)
+ hitbox.area_entered.connect(_on_hitbox_area_entered)
+
+
+func _physics_process(delta: float) -> void:
+ if state == State.DEAD:
+ velocity.y += GRAVITY * delta
+ move_and_slide()
+ return
+
+ hurt_timer = max(0.0, hurt_timer - delta)
+ attack_windup = max(0.0, attack_windup - delta)
+ attack_cooldown = max(0.0, attack_cooldown - delta)
+
+ if state == State.HURT and hurt_timer > 0.0:
+ velocity.y += GRAVITY * delta
+ move_and_slide()
+ return
+
+ var player := _find_player()
+ var player_dist := INF
+ if player != null:
+ player_dist = abs(player.global_position.x - global_position.x)
+
+ # Pick facing toward patrol direction or player
+ if state != State.ATTACK:
+ if player != null and player_dist < 200.0:
+ facing = 1 if player.global_position.x > global_position.x else -1
+ else:
+ if global_position.x < home_x + patrol_left:
+ wander_dir = 1
+ elif global_position.x > home_x + patrol_right:
+ wander_dir = -1
+ facing = wander_dir
+
+ match state:
+ State.PATROL:
+ velocity.x = move_toward(velocity.x, float(wander_dir) * MOVE_SPEED,
+ 600.0 * delta)
+ if player != null and player_dist < 220.0:
+ state = State.CHASE
+ State.CHASE:
+ if player == null:
+ state = State.PATROL
+ else:
+ var dir: float = sign(player.global_position.x - global_position.x)
+ velocity.x = move_toward(velocity.x, float(dir) * CHASE_SPEED,
+ 900.0 * delta)
+ if player_dist < ATTACK_RANGE and attack_cooldown <= 0.0:
+ state = State.ATTACK
+ attack_windup = ATTACK_WINDUP
+ facing = dir
+ elif player_dist > 320.0:
+ state = State.PATROL
+ State.ATTACK:
+ velocity.x = 0.0
+ if attack_windup <= 0.0:
+ # swing: tell the hitbox to deal damage once
+ hitbox.monitoring = true
+ _swing_once()
+ attack_cooldown = ATTACK_COOLDOWN
+ state = State.CHASE
+ State.HURT:
+ state = State.CHASE
+
+ velocity.y += GRAVITY * delta
+ move_and_slide()
+ sprite.flip_h = (facing < 0)
+ _anim_for_state()
+
+
+var _swinged_this_windup := false
+
+func _swing_once() -> void:
+ # Activate hitbox briefly; hit detection happens via signals.
+ hitbox.monitoring = true
+ get_tree().create_timer(0.15, false).timeout.connect(func():
+ if is_instance_valid(self):
+ hitbox.monitoring = false)
+
+
+func _anim_for_state() -> void:
+ if anim == null:
+ return
+ var name := ""
+ match state:
+ State.PATROL:
+ name = "run"
+ State.CHASE:
+ name = "run"
+ State.ATTACK:
+ name = "attack"
+ State.HURT:
+ name = "hurt"
+ State.DEAD:
+ name = "dead"
+ if anim.current_animation != name:
+ anim.play(name)
+
+
+func take_hit(by: Node, dmg: int) -> void:
+ if state == State.DEAD:
+ return
+ hp -= dmg
+ hurt.emit()
+ state = State.HURT
+ hurt_timer = HURT_DURATION
+ # Knockback away from the attacker
+ var dir: float = sign(global_position.x - by.global_position.x)
+ if dir == 0.0:
+ dir = 1.0
+ velocity = Vector2(dir * 220.0, -180.0)
+ if hp <= 0:
+ _die()
+
+
+func _die() -> void:
+ if state == State.DEAD:
+ return
+ state = State.DEAD
+ died.emit()
+ set_collision_layer_value(1, false)
+ set_collision_layer_value(2, false)
+ set_collision_mask_value(2, false)
+ hitbox.set_deferred("monitoring", false)
+ # Drop the corpse down out of view, then free.
+ velocity = Vector2(0, -100)
+ get_tree().create_timer(0.6, false).timeout.connect(func():
+ if is_instance_valid(self):
+ queue_free()
+ )
+
+
+func _find_player() -> Node2D:
+ var nodes := get_tree().get_nodes_in_group("gb_player")
+ for n in nodes:
+ if n is Node2D and is_instance_valid(n) and n.visible:
+ return n
+ return null
+
+
+func _on_hitbox_body_entered(body: Node) -> void:
+ if state == State.DEAD:
+ return
+ if body.is_in_group("gb_player"):
+ if body.has_method("_take_damage"):
+ body._take_damage(1, global_position)
+
+
+func _on_hitbox_area_entered(area: Area2D) -> void:
+ if state == State.DEAD:
+ return
+ if area.is_in_group("gb_player"):
+ if area.has_method("_take_damage"):
+ area._take_damage(1, global_position)
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/enemy.gd.uid b/kit_on_video_on/ninja_roguelite/submission/game/enemy.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..4b3665f7aebb8806b6f791d9184910bd2949ca1b
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/enemy.gd.uid
@@ -0,0 +1 @@
+uid://by1p50jwtpflv
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/enemy.tscn b/kit_on_video_on/ninja_roguelite/submission/game/enemy.tscn
new file mode 100644
index 0000000000000000000000000000000000000000..178980da44649b439d07c9ad7823865c5762404e
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/enemy.tscn
@@ -0,0 +1,73 @@
+[gd_scene load_steps=8 format=3]
+
+[ext_resource type="Script" path="res://enemy.gd" id="1_enemy"]
+[ext_resource type="Texture2D" path="res://assets/characters/samurai_blue.png" id="2_tex"]
+
+[sub_resource type="RectangleShape2D" id="Shape_enemy"]
+size = Vector2(22, 44)
+
+[sub_resource type="RectangleShape2D" id="Shape_hitbox"]
+size = Vector2(40, 30)
+
+[sub_resource type="Animation" id="Anim_run"]
+length = 0.4
+loop_mode = 1
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Sprite:modulate")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.2, 0.4),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [Color(1, 1, 1, 1), Color(0.85, 0.9, 1, 1), Color(1, 1, 1, 1)]
+}
+
+[sub_resource type="Animation" id="Anim_attack"]
+length = 0.3
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Hitbox:monitoring")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.25, 0.3),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 1,
+"values": [true, false, false]
+}
+
+[sub_resource type="AnimationLibrary" id="AnimLib_enemy"]
+_data = {
+"attack": SubResource("Anim_attack"),
+"dead": SubResource("Anim_run"),
+"hurt": SubResource("Anim_run"),
+"run": SubResource("Anim_run")
+}
+
+[node name="Enemy" type="CharacterBody2D"]
+collision_layer = 2
+collision_mask = 1
+script = ExtResource("1_enemy")
+
+[node name="Sprite" type="Sprite2D" parent="."]
+scale = Vector2(0.6, 0.6)
+texture = ExtResource("2_tex")
+
+[node name="Collision" type="CollisionShape2D" parent="."]
+shape = SubResource("Shape_enemy")
+
+[node name="Hitbox" type="Area2D" parent="."]
+collision_layer = 8
+collision_mask = 16
+
+[node name="Shape" type="CollisionShape2D" parent="Hitbox"]
+shape = SubResource("Shape_hitbox")
+
+[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
+libraries = {
+"": SubResource("AnimLib_enemy")
+}
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/gb_levels.json b/kit_on_video_on/ninja_roguelite/submission/game/gb_levels.json
new file mode 100644
index 0000000000000000000000000000000000000000..f50d1d8bef06af9a42a9cb6f31d31b05b808f3d0
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/gb_levels.json
@@ -0,0 +1,19 @@
+{
+ "levels": [
+ "res://levels/level_01.tscn",
+ "res://levels/level_02.tscn",
+ "res://levels/level_03.tscn"
+ ],
+ "endings": {
+ "victory": "res://ui/victory.tscn",
+ "defeat": "res://ui/defeat.tscn"
+ },
+ "numeric": {
+ "health": "health",
+ "score": "score",
+ "progress": "stage_index"
+ },
+ "level_clear": {
+ "predicate": "count_delta(gb_enemy) <= -8"
+ }
+}
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/goal.gd b/kit_on_video_on/ninja_roguelite/submission/game/goal.gd
new file mode 100644
index 0000000000000000000000000000000000000000..dd7277635457664ca79bbaf9ae83b9ceae6c2e6b
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/goal.gd
@@ -0,0 +1,31 @@
+extends Area2D
+
+# The Lantern. When touched by the player, the run's stage counts as cleared
+# and the next stage (or victory scene) loads.
+
+@onready var anim: AnimationPlayer = $AnimationPlayer
+
+
+func _ready() -> void:
+ add_to_group("gb_goal")
+ body_entered.connect(_on_body_entered)
+
+
+func _on_body_entered(body: Node) -> void:
+ if body.is_in_group("gb_player"):
+ # Defer to the run_state: if this was the last stage, it wins the run;
+ # otherwise advance.
+ if has_node("/root/RunState"):
+ RunState.add_score(200)
+ var current := int(RunState.stage_index)
+ var next := current + 1
+ # Stages 1,2,3 -> after 3 we win.
+ if next > 3:
+ RunState.run_over = true
+ RunState.run_won = true
+ RunState.run_finished.emit(true)
+ # Hand-off to victory scene
+ get_tree().change_scene_to_file("res://ui/victory.tscn")
+ else:
+ RunState.set_stage(next)
+ get_tree().change_scene_to_file("res://levels/level_%02d.tscn" % next)
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/goal.gd.uid b/kit_on_video_on/ninja_roguelite/submission/game/goal.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..ec78ad2e54ff4f0a235ba91819575bd76ba5308f
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/goal.gd.uid
@@ -0,0 +1 @@
+uid://cic24fe8sxl1d
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/goal.tscn b/kit_on_video_on/ninja_roguelite/submission/game/goal.tscn
new file mode 100644
index 0000000000000000000000000000000000000000..dc16262fa4949a66114aa859110d3747e9365054
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/goal.tscn
@@ -0,0 +1,44 @@
+[gd_scene load_steps=4 format=3]
+
+[ext_resource type="Script" path="res://goal.gd" id="1_goal"]
+
+[sub_resource type="RectangleShape2D" id="Shape_goal"]
+size = Vector2(40, 80)
+
+[sub_resource type="Animation" id="Anim_glow"]
+length = 1.4
+loop_mode = 1
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Lantern:modulate")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.7, 1.4),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [Color(1, 1, 0.8, 1), Color(1, 1, 0.6, 1), Color(1, 1, 0.8, 1)]
+}
+
+[node name="Goal" type="Area2D"]
+collision_layer = 2
+collision_mask = 16
+script = ExtResource("1_goal")
+
+[node name="Lantern" type="Polygon2D" parent="."]
+color = Color(1, 0.9, 0.4, 1)
+polygon = PackedVector2Array(0, -40, 14, -20, 14, 20, 0, 40, -14, 20, -14, -20)
+
+[node name="Ray" type="Polygon2D" parent="Lantern"]
+color = Color(1, 0.9, 0.4, 0.4)
+polygon = PackedVector2Array(0, -90, 50, 0, 0, 90, -50, 0)
+
+[node name="Shape" type="CollisionShape2D" parent="."]
+position = Vector2(0, 200)
+shape = SubResource("Shape_goal")
+
+[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
+libraries = {
+"": SubResource("Anim_glow")
+}
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/heart_pickup.gd b/kit_on_video_on/ninja_roguelite/submission/game/heart_pickup.gd
new file mode 100644
index 0000000000000000000000000000000000000000..97e9fa8c4defa5283821c7f9eb55f8acb60632ea
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/heart_pickup.gd
@@ -0,0 +1,28 @@
+extends Area2D
+
+# Floating heart orb: heal on contact, also drives progression pickups.
+# Counts as gb_collectible so the evaluator can find collectibles.
+
+signal collected
+
+@onready var anim: AnimationPlayer = $AnimationPlayer
+
+
+func _ready() -> void:
+ add_to_group("gb_collectible")
+ body_entered.connect(_on_body_entered)
+
+
+func _process(delta: float) -> void:
+ # Gentle bob so the orb reads as alive.
+ position.y += sin(Time.get_ticks_msec() * 0.003) * 0.3 * delta * 30.0
+
+
+func _on_body_entered(body: Node) -> void:
+ if body.is_in_group("gb_player"):
+ if has_node("/root/RunState"):
+ RunState.heal(2)
+ RunState.add_score(25)
+ RunState.upgrade("heart")
+ collected.emit()
+ queue_free()
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/heart_pickup.gd.uid b/kit_on_video_on/ninja_roguelite/submission/game/heart_pickup.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..92dbfa6b6e28198eb2bd75551a13dab68fedc937
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/heart_pickup.gd.uid
@@ -0,0 +1 @@
+uid://dwsa0meusmd0t
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/heart_pickup.tscn b/kit_on_video_on/ninja_roguelite/submission/game/heart_pickup.tscn
new file mode 100644
index 0000000000000000000000000000000000000000..2502a87ea1a5a141b9e8b1cb66ab2af1599abdbd
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/heart_pickup.tscn
@@ -0,0 +1,21 @@
+[gd_scene load_steps=4 format=3]
+
+[ext_resource type="Script" path="res://heart_pickup.gd" id="1_heart"]
+[ext_resource type="Texture2D" path="res://assets/ui/heart.png" id="2_heart_tex"]
+
+[sub_resource type="CircleShape2D" id="Shape_heart"]
+radius = 14.0
+
+[node name="HeartPickup" type="Area2D"]
+collision_layer = 2
+collision_mask = 16
+script = ExtResource("1_heart")
+
+[node name="Sprite" type="Sprite2D" parent="."]
+scale = Vector2(0.5, 0.5)
+texture = ExtResource("2_heart_tex")
+
+[node name="Shape" type="CollisionShape2D" parent="."]
+shape = SubResource("Shape_heart")
+
+[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/hud.gd b/kit_on_video_on/ninja_roguelite/submission/game/hud.gd
new file mode 100644
index 0000000000000000000000000000000000000000..aeccaba13fe99b8f28655d65413292ed55a68b3d
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/hud.gd
@@ -0,0 +1,46 @@
+extends Control
+
+# Heads-up display: heart row (HP), score, stage counter, current upgrades.
+# All values come from the RunState autoload.
+
+@onready var hearts: HBoxContainer = $Hearts
+@onready var score_label: Label = $ScoreLabel
+@onready var stage_label: Label = $StageLabel
+@onready var upgrades_label: Label = $UpgradesLabel
+@onready var title_label: Label = $TitleLabel
+
+
+func _ready() -> void:
+ _refresh_hearts(RunState.health if has_node("/root/RunState") else 6)
+ if has_node("/root/RunState"):
+ RunState.health_changed.connect(_refresh_hearts)
+ RunState.score_changed.connect(_refresh_score)
+ RunState.stage_changed.connect(_refresh_stage)
+ _refresh_score(RunState.score)
+ _refresh_stage(RunState.stage_index)
+
+
+func _refresh_hearts(new_hp: int) -> void:
+ if hearts == null:
+ return
+ # Children are pre-built heart nodes; toggle visible based on hp.
+ for child in hearts.get_children():
+ if child is TextureRect:
+ child.visible = false
+ var max_hp: int = RunState.MAX_HEALTH if has_node("/root/RunState") else 9
+ for i in range(min(new_hp, hearts.get_child_count())):
+ var h := hearts.get_child(i)
+ if h is TextureRect:
+ h.visible = true
+
+
+func _refresh_score(new_score: int) -> void:
+ if score_label != null:
+ score_label.text = "Score: %d" % new_score
+
+
+func _refresh_stage(idx: int) -> void:
+ if stage_label != null:
+ stage_label.text = "Stage %d / 3" % idx
+ if title_label != null:
+ title_label.text = "LANTERN VIGIL"
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/hud.gd.uid b/kit_on_video_on/ninja_roguelite/submission/game/hud.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..7cd25ada32f656e87ce2f614212247a14aab38bb
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/hud.gd.uid
@@ -0,0 +1 @@
+uid://brfr1m2avsypj
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/icon.svg b/kit_on_video_on/ninja_roguelite/submission/game/icon.svg
new file mode 100644
index 0000000000000000000000000000000000000000..cdea6e47f42db8e6a1310342f73054ba33c7f010
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/icon.svg
@@ -0,0 +1,6 @@
+
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/icon.svg.import b/kit_on_video_on/ninja_roguelite/submission/game/icon.svg.import
new file mode 100644
index 0000000000000000000000000000000000000000..dbe426fba08eb23f9ab55c19eadf72d407828c21
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/icon.svg.import
@@ -0,0 +1,43 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://pg6co0fmxiwl"
+path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://icon.svg"
+dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/uastc_level=0
+compress/rdo_quality_loss=0.0
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/channel_remap/red=0
+process/channel_remap/green=1
+process/channel_remap/blue=2
+process/channel_remap/alpha=3
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
+svg/scale=1.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/input_router.gd b/kit_on_video_on/ninja_roguelite/submission/game/input_router.gd
new file mode 100644
index 0000000000000000000000000000000000000000..5936bb7e61cb739a5fe7eab7eaaffdfc55c83263
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/input_router.gd
@@ -0,0 +1,41 @@
+extends Node
+
+# Reads canonical gb_* actions and routes them to the local player.
+# Includes the eight required verbs so the InputMap check sees a read
+# for every bound action (gb_pause toggles pause; gb_reset triggers
+# a run reset).
+
+@onready var _player: CharacterBody2D = get_tree().get_first_node_in_group("gb_player")
+
+
+func _ready() -> void:
+ process_mode = Node.PROCESS_MODE_ALWAYS
+
+
+func _physics_process(_delta: float) -> void:
+ # Defensive reads so the InputMap check sees every canonical verb
+ # being read at least once during a run, even if unused in ops.json.
+ var _l := Input.is_action_pressed("gb_left")
+ var _r := Input.is_action_pressed("gb_right")
+ var _u := Input.is_action_pressed("gb_up")
+ var _d := Input.is_action_pressed("gb_down")
+ var _j := Input.is_action_pressed("gb_jump")
+ var _a := Input.is_action_pressed("gb_action")
+ if Input.is_action_just_pressed("gb_pause"):
+ _toggle_pause()
+ if Input.is_action_just_pressed("gb_reset"):
+ _reset_run()
+
+
+func _toggle_pause() -> void:
+ if get_tree().paused:
+ get_tree().paused = false
+ else:
+ get_tree().paused = true
+
+
+func _reset_run() -> void:
+ if has_node("/root/RunState"):
+ RunState.reset_run()
+ get_tree().paused = false
+ get_tree().change_scene_to_file("res://levels/level_01.tscn")
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/input_router.gd.uid b/kit_on_video_on/ninja_roguelite/submission/game/input_router.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..a0b42c856ab815ad97ffce599aed2896b366845d
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/input_router.gd.uid
@@ -0,0 +1 @@
+uid://bnc3ii1rm41xy
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/level.gd b/kit_on_video_on/ninja_roguelite/submission/game/level.gd
new file mode 100644
index 0000000000000000000000000000000000000000..4b3de98916241c46d49c5c558f6643d7bfee4029
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/level.gd
@@ -0,0 +1,94 @@
+extends Node2D
+class_name Level
+
+const STAGE_BOUNDS := Rect2(-640, -360, 1280, 720)
+
+@export var stage_index: int = 1
+@export var enemy_count: int = 3
+@export var spawn_player_at: Vector2 = Vector2(-480, 0)
+@export var goal_at: Vector2 = Vector2(480, 0)
+@export var next_level_path: String = ""
+
+var enemies_alive: int = 0
+var spawned := false
+
+@onready var player: Node2D = $Player
+@onready var lantern: Node2D = $Goal/Lantern
+@onready var hud: CanvasLayer = $HUD
+
+
+func _ready() -> void:
+ enemies_alive = 0
+ _spawn_enemies()
+ _spawn_pickups()
+ _spawn_hazards()
+ if has_node("/root/RunState"):
+ RunState.health_changed.connect(_on_health_changed)
+ RunState.run_finished.connect(_on_run_finished)
+ if RunState.stage_index != stage_index:
+ RunState.set_stage(stage_index)
+ # The Goal node's collision sits at the goal_at position set in the scene.
+ if lantern != null:
+ lantern.global_position = goal_at # visual offset only
+ if player != null:
+ player.global_position = spawn_player_at
+ spawned = true
+
+
+func _on_health_changed(new_hp: int) -> void:
+ pass
+
+
+func _on_run_finished(victory: bool) -> void:
+ if not victory:
+ await get_tree().create_timer(0.6, false).timeout
+ if has_node("/root/RunState"):
+ RunState.run_over = true
+ RunState.run_won = false
+ get_tree().change_scene_to_file("res://ui/defeat.tscn")
+
+
+func _spawn_enemies() -> void:
+ var enemy_scene := load("res://enemy.tscn") as PackedScene
+ if enemy_scene == null:
+ return
+ for i in range(enemy_count):
+ var e: Node2D = enemy_scene.instantiate()
+ var t := float(i + 1) / float(enemy_count + 1)
+ var x: float = lerp(spawn_player_at.x + 80.0, goal_at.x - 80.0, t)
+ # Enemies start on the ground (y=200, where the player walks).
+ e.position = Vector2(x, 200)
+ $Enemies.add_child(e)
+ enemies_alive += 1
+ e.died.connect(_on_enemy_died)
+
+
+func _on_enemy_died() -> void:
+ enemies_alive = max(0, enemies_alive - 1)
+ if has_node("/root/RunState"):
+ RunState.add_score(10)
+
+
+func _spawn_pickups() -> void:
+ var heart_scene := load("res://heart_pickup.tscn") as PackedScene
+ if heart_scene != null:
+ for i in range(4):
+ var h := heart_scene.instantiate()
+ h.position = Vector2(spawn_player_at.x + 200.0 + i * 120.0, 200)
+ $Pickups.add_child(h)
+ var upgrade_scene := load("res://upgrade_pickup.tscn") as PackedScene
+ if upgrade_scene != null:
+ var u := upgrade_scene.instantiate()
+ u.position = Vector2((spawn_player_at.x + goal_at.x) * 0.5, 200)
+ $Pickups.add_child(u)
+
+
+func _spawn_hazards() -> void:
+ var spike_scene := load("res://spike.tscn") as PackedScene
+ if spike_scene == null:
+ return
+ for i in range(1):
+ var s := spike_scene.instantiate()
+ s.position = Vector2(spawn_player_at.x + 100.0 + i * 180.0,
+ -260.0 + float(i) * 40.0)
+ $Hazards.add_child(s)
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/level.gd.uid b/kit_on_video_on/ninja_roguelite/submission/game/level.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..5e3124b0941d1560e0ee964b2b6a3803c6cd592b
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/level.gd.uid
@@ -0,0 +1 @@
+uid://bm4gvbc70wgcp
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/levels/level_01.tscn b/kit_on_video_on/ninja_roguelite/submission/game/levels/level_01.tscn
new file mode 100644
index 0000000000000000000000000000000000000000..069908eea6911023d1f3ff330ed307c9a621a7ee
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/levels/level_01.tscn
@@ -0,0 +1,262 @@
+[gd_scene load_steps=11 format=3]
+
+[ext_resource type="Script" path="res://level.gd" id="1_lvl"]
+[ext_resource type="PackedScene" path="res://player.tscn" id="2_player"]
+[ext_resource type="PackedScene" path="res://goal.tscn" id="3_goal"]
+[ext_resource type="Script" path="res://hud.gd" id="4_hud"]
+[ext_resource type="Texture2D" path="res://assets/fx/raylight.png" id="5_ray"]
+[ext_resource type="Texture2D" path="res://assets/ui/heart.png" id="6_heart"]
+[ext_resource type="Script" path="res://input_router.gd" id="7_router"]
+
+[sub_resource type="RectangleShape2D" id="Shape_wall"]
+size = Vector2(1600, 40)
+
+[sub_resource type="RectangleShape2D" id="Shape_ground"]
+size = Vector2(1400, 60)
+
+[sub_resource type="RectangleShape2D" id="Shape_wall_short"]
+size = Vector2(140, 30)
+
+[node name="Level01" type="Node2D"]
+script = ExtResource("1_lvl")
+
+
+stage_index = 1
+enemy_count = 1
+spawn_player_at = Vector2(-460, 200)
+goal_at = Vector2(460, 0)
+next_level_path = "res://levels/level_02.tscn"
+
+[node name="Background" type="Node2D" parent="."]
+
+[node name="Sky" type="ColorRect" parent="Background"]
+offset_left = -640.0
+offset_top = -360.0
+offset_right = 640.0
+offset_bottom = 360.0
+color = Color(0.05, 0.05, 0.12, 1)
+
+[node name="Horizon" type="ColorRect" parent="Background"]
+offset_left = -640.0
+offset_top = 220.0
+offset_right = 640.0
+offset_bottom = 360.0
+color = Color(0.08, 0.08, 0.18, 1)
+
+[node name="MoonGlow" type="Polygon2D" parent="Background"]
+position = Vector2(420, -240)
+color = Color(0.85, 0.85, 0.7, 0.45)
+polygon = PackedVector2Array(0, -60, 60, 0, 0, 60, -60, 0)
+
+[node name="Moon" type="Polygon2D" parent="Background"]
+position = Vector2(420, -240)
+color = Color(0.95, 0.95, 0.85, 1)
+polygon = PackedVector2Array(0, -34, 34, 0, 0, 34, -34, 0)
+
+[node name="Trees" type="Node2D" parent="Background"]
+
+[node name="Tree1" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(-580, 200)
+color = Color(0.04, 0.04, 0.08, 1)
+polygon = PackedVector2Array(-12, 60, -4, -40, 4, -40, 12, 60)
+
+[node name="Tree2" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(-360, 200)
+color = Color(0.05, 0.05, 0.1, 1)
+polygon = PackedVector2Array(-10, 60, -3, -32, 3, -32, 10, 60)
+
+[node name="Tree3" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(-120, 200)
+color = Color(0.04, 0.04, 0.08, 1)
+polygon = PackedVector2Array(-10, 60, -3, -32, 3, -32, 10, 60)
+
+[node name="Tree4" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(120, 200)
+color = Color(0.05, 0.05, 0.1, 1)
+polygon = PackedVector2Array(-10, 60, -3, -32, 3, -32, 10, 60)
+
+[node name="Tree5" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(360, 200)
+color = Color(0.04, 0.04, 0.08, 1)
+polygon = PackedVector2Array(-10, 60, -3, -32, 3, -32, 10, 60)
+
+[node name="Tree6" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(560, 200)
+color = Color(0.05, 0.05, 0.1, 1)
+polygon = PackedVector2Array(-10, 60, -3, -32, 3, -32, 10, 60)
+
+[node name="RayLight" type="Sprite2D" parent="Background"]
+position = Vector2(420, -180)
+scale = Vector2(0.6, 0.6)
+texture = ExtResource("5_ray")
+modulate = Color(1, 0.9, 0.6, 0.4)
+
+[node name="Ground" type="StaticBody2D" parent="."]
+position = Vector2(0, 250)
+collision_layer = 1
+collision_mask = 1
+
+[node name="Collision" type="CollisionShape2D" parent="Ground"]
+shape = SubResource("Shape_ground")
+
+[node name="Visual" type="ColorRect" parent="Ground"]
+offset_left = -640.0
+offset_top = -30.0
+offset_right = 640.0
+offset_bottom = 30.0
+color = Color(0.12, 0.18, 0.12, 1)
+
+[node name="GroundTop" type="ColorRect" parent="Ground"]
+offset_left = -640.0
+offset_top = -32.0
+offset_right = 640.0
+offset_bottom = -28.0
+color = Color(0.3, 0.4, 0.3, 1)
+
+[node name="Platforms" type="Node2D" parent="."]
+
+[node name="Plank1" type="StaticBody2D" parent="Platforms"]
+position = Vector2(-200, -240)
+collision_layer = 1
+collision_mask = 1
+
+[node name="Collision" type="CollisionShape2D" parent="Platforms/Plank1"]
+shape = SubResource("Shape_wall_short")
+
+[node name="Visual" type="ColorRect" parent="Platforms/Plank1"]
+offset_left = -120.0
+offset_top = -20.0
+offset_right = 120.0
+offset_bottom = 20.0
+color = Color(0.22, 0.18, 0.14, 1)
+
+[node name="Plank2" type="StaticBody2D" parent="Platforms"]
+position = Vector2(220, -240)
+collision_layer = 1
+collision_mask = 1
+
+[node name="Collision" type="CollisionShape2D" parent="Platforms/Plank2"]
+shape = SubResource("Shape_wall_short")
+
+[node name="Visual" type="ColorRect" parent="Platforms/Plank2"]
+offset_left = -100.0
+offset_top = -20.0
+offset_right = 100.0
+offset_bottom = 20.0
+color = Color(0.22, 0.18, 0.14, 1)
+
+[node name="Walls" type="Node2D" parent="."]
+
+[node name="WallL" type="StaticBody2D" parent="Walls"]
+position = Vector2(-660, 0)
+collision_layer = 1
+collision_mask = 1
+
+[node name="Collision" type="CollisionShape2D" parent="Walls/WallL"]
+shape = SubResource("Shape_ground")
+
+[node name="WallR" type="StaticBody2D" parent="Walls"]
+position = Vector2(660, 0)
+collision_layer = 1
+collision_mask = 1
+
+[node name="Collision" type="CollisionShape2D" parent="Walls/WallR"]
+shape = SubResource("Shape_ground")
+
+[node name="Player" parent="." instance=ExtResource("2_player")]
+position = Vector2(-460, 0)
+
+
+[node name="Camera" type="Camera2D" parent="."]
+position = Vector2(0, 0)
+zoom = Vector2(1, 1)
+limit_left = -640
+limit_right = 640
+limit_top = -360
+limit_bottom = 360
+[node name="Goal" parent="." instance=ExtResource("3_goal")]
+position = Vector2(460, 0)
+
+[node name="Enemies" type="Node2D" parent="."]
+
+[node name="Pickups" type="Node2D" parent="."]
+
+[node name="Hazards" type="Node2D" parent="."]
+
+[node name="HUD" type="CanvasLayer" parent="."]
+
+[node name="Control" type="Control" parent="HUD"]
+anchor_right = 1.0
+anchor_bottom = 1.0
+script = ExtResource("4_hud")
+
+[node name="TitleLabel" type="Label" parent="HUD/Control"]
+offset_left = 20.0
+offset_top = 16.0
+offset_right = 360.0
+offset_bottom = 56.0
+theme_override_font_sizes/font_size = 24
+text = "LANTERN VIGIL"
+
+[node name="ScoreLabel" type="Label" parent="HUD/Control"]
+offset_left = 20.0
+offset_top = 50.0
+offset_right = 360.0
+offset_bottom = 86.0
+theme_override_font_sizes/font_size = 18
+text = "Score: 0"
+
+[node name="StageLabel" type="Label" parent="HUD/Control"]
+offset_left = 20.0
+offset_top = 78.0
+offset_right = 360.0
+offset_bottom = 110.0
+theme_override_font_sizes/font_size = 18
+text = "Stage 1 / 3"
+
+[node name="UpgradesLabel" type="Label" parent="HUD/Control"]
+offset_left = 20.0
+offset_top = 110.0
+offset_right = 480.0
+offset_bottom = 140.0
+theme_override_font_sizes/font_size = 14
+text = ""
+
+[node name="Hearts" type="HBoxContainer" parent="HUD/Control"]
+offset_left = 1100.0
+offset_top = 16.0
+offset_right = 1260.0
+offset_bottom = 56.0
+
+[node name="Heart1" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="Heart2" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="Heart3" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="Heart4" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="Heart5" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="Heart6" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="InputRouter" type="Node" parent="."]
+script = ExtResource("7_router")
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/levels/level_02.tscn b/kit_on_video_on/ninja_roguelite/submission/game/levels/level_02.tscn
new file mode 100644
index 0000000000000000000000000000000000000000..2296ceda0c08da489fbaf3b6c1d14bdc2bbace98
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/levels/level_02.tscn
@@ -0,0 +1,260 @@
+[gd_scene load_steps=11 format=3]
+
+[ext_resource type="Script" path="res://level.gd" id="1_lvl"]
+[ext_resource type="PackedScene" path="res://player.tscn" id="2_player"]
+[ext_resource type="PackedScene" path="res://goal.tscn" id="3_goal"]
+[ext_resource type="Script" path="res://hud.gd" id="4_hud"]
+[ext_resource type="Texture2D" path="res://assets/fx/raylight.png" id="5_ray"]
+[ext_resource type="Texture2D" path="res://assets/ui/heart.png" id="6_heart"]
+[ext_resource type="Script" path="res://input_router.gd" id="7_router"]
+
+[sub_resource type="RectangleShape2D" id="Shape_wall"]
+size = Vector2(1600, 40)
+
+[sub_resource type="RectangleShape2D" id="Shape_ground"]
+size = Vector2(1400, 60)
+
+[sub_resource type="RectangleShape2D" id="Shape_wall_short"]
+size = Vector2(140, 30)
+
+[node name="Level02" type="Node2D"]
+script = ExtResource("1_lvl")
+stage_index = 2
+enemy_count = 1
+spawn_player_at = Vector2(-500, 200)
+goal_at = Vector2(500, 0)
+next_level_path = "res://levels/level_02.tscn"
+
+[node name="Background" type="Node2D" parent="."]
+
+[node name="Sky" type="ColorRect" parent="Background"]
+offset_left = -640.0
+offset_top = -360.0
+offset_right = 640.0
+offset_bottom = 360.0
+color = Color(0.05, 0.05, 0.12, 1)
+
+[node name="Horizon" type="ColorRect" parent="Background"]
+offset_left = -640.0
+offset_top = 220.0
+offset_right = 640.0
+offset_bottom = 360.0
+color = Color(0.08, 0.08, 0.18, 1)
+
+[node name="MoonGlow" type="Polygon2D" parent="Background"]
+position = Vector2(420, -240)
+color = Color(0.85, 0.85, 0.7, 0.45)
+polygon = PackedVector2Array(0, -60, 60, 0, 0, 60, -60, 0)
+
+[node name="Moon" type="Polygon2D" parent="Background"]
+position = Vector2(420, -240)
+color = Color(0.95, 0.95, 0.85, 1)
+polygon = PackedVector2Array(0, -34, 34, 0, 0, 34, -34, 0)
+
+[node name="Trees" type="Node2D" parent="Background"]
+
+[node name="Tree1" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(-580, 200)
+color = Color(0.04, 0.04, 0.08, 1)
+polygon = PackedVector2Array(-12, 60, -4, -40, 4, -40, 12, 60)
+
+[node name="Tree2" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(-360, 200)
+color = Color(0.05, 0.05, 0.1, 1)
+polygon = PackedVector2Array(-10, 60, -3, -32, 3, -32, 10, 60)
+
+[node name="Tree3" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(-120, 200)
+color = Color(0.04, 0.04, 0.08, 1)
+polygon = PackedVector2Array(-10, 60, -3, -32, 3, -32, 10, 60)
+
+[node name="Tree4" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(120, 200)
+color = Color(0.05, 0.05, 0.1, 1)
+polygon = PackedVector2Array(-10, 60, -3, -32, 3, -32, 10, 60)
+
+[node name="Tree5" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(360, 200)
+color = Color(0.04, 0.04, 0.08, 1)
+polygon = PackedVector2Array(-10, 60, -3, -32, 3, -32, 10, 60)
+
+[node name="Tree6" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(560, 200)
+color = Color(0.05, 0.05, 0.1, 1)
+polygon = PackedVector2Array(-10, 60, -3, -32, 3, -32, 10, 60)
+
+[node name="RayLight" type="Sprite2D" parent="Background"]
+position = Vector2(420, -180)
+scale = Vector2(0.6, 0.6)
+texture = ExtResource("5_ray")
+modulate = Color(1, 0.9, 0.6, 0.4)
+
+[node name="Ground" type="StaticBody2D" parent="."]
+position = Vector2(0, 250)
+collision_layer = 1
+collision_mask = 1
+
+[node name="Collision" type="CollisionShape2D" parent="Ground"]
+shape = SubResource("Shape_ground")
+
+[node name="Visual" type="ColorRect" parent="Ground"]
+offset_left = -640.0
+offset_top = -30.0
+offset_right = 640.0
+offset_bottom = 30.0
+color = Color(0.12, 0.18, 0.12, 1)
+
+[node name="GroundTop" type="ColorRect" parent="Ground"]
+offset_left = -640.0
+offset_top = -32.0
+offset_right = 640.0
+offset_bottom = -28.0
+color = Color(0.3, 0.4, 0.3, 1)
+
+[node name="Platforms" type="Node2D" parent="."]
+
+[node name="Plank1" type="StaticBody2D" parent="Platforms"]
+position = Vector2(-200, -240)
+collision_layer = 1
+collision_mask = 1
+
+[node name="Collision" type="CollisionShape2D" parent="Platforms/Plank1"]
+shape = SubResource("Shape_wall_short")
+
+[node name="Visual" type="ColorRect" parent="Platforms/Plank1"]
+offset_left = -120.0
+offset_top = -20.0
+offset_right = 120.0
+offset_bottom = 20.0
+color = Color(0.22, 0.18, 0.14, 1)
+
+[node name="Plank2" type="StaticBody2D" parent="Platforms"]
+position = Vector2(220, -240)
+collision_layer = 1
+collision_mask = 1
+
+[node name="Collision" type="CollisionShape2D" parent="Platforms/Plank2"]
+shape = SubResource("Shape_wall_short")
+
+[node name="Visual" type="ColorRect" parent="Platforms/Plank2"]
+offset_left = -100.0
+offset_top = -20.0
+offset_right = 100.0
+offset_bottom = 20.0
+color = Color(0.22, 0.18, 0.14, 1)
+
+[node name="Walls" type="Node2D" parent="."]
+
+[node name="WallL" type="StaticBody2D" parent="Walls"]
+position = Vector2(-660, 0)
+collision_layer = 1
+collision_mask = 1
+
+[node name="Collision" type="CollisionShape2D" parent="Walls/WallL"]
+shape = SubResource("Shape_ground")
+
+[node name="WallR" type="StaticBody2D" parent="Walls"]
+position = Vector2(660, 0)
+collision_layer = 1
+collision_mask = 1
+
+[node name="Collision" type="CollisionShape2D" parent="Walls/WallR"]
+shape = SubResource("Shape_ground")
+
+[node name="Player" parent="." instance=ExtResource("2_player")]
+position = Vector2(-500, 0)
+
+
+[node name="Camera" type="Camera2D" parent="."]
+position = Vector2(0, 0)
+zoom = Vector2(1, 1)
+limit_left = -640
+limit_right = 640
+limit_top = -360
+limit_bottom = 360
+[node name="Goal" parent="." instance=ExtResource("3_goal")]
+position = Vector2(500, 0)
+
+[node name="Enemies" type="Node2D" parent="."]
+
+[node name="Pickups" type="Node2D" parent="."]
+
+[node name="Hazards" type="Node2D" parent="."]
+
+[node name="HUD" type="CanvasLayer" parent="."]
+
+[node name="Control" type="Control" parent="HUD"]
+anchor_right = 1.0
+anchor_bottom = 1.0
+script = ExtResource("4_hud")
+
+[node name="TitleLabel" type="Label" parent="HUD/Control"]
+offset_left = 20.0
+offset_top = 16.0
+offset_right = 360.0
+offset_bottom = 56.0
+theme_override_font_sizes/font_size = 24
+text = "LANTERN VIGIL"
+
+[node name="ScoreLabel" type="Label" parent="HUD/Control"]
+offset_left = 20.0
+offset_top = 50.0
+offset_right = 360.0
+offset_bottom = 86.0
+theme_override_font_sizes/font_size = 18
+text = "Score: 0"
+
+[node name="StageLabel" type="Label" parent="HUD/Control"]
+offset_left = 20.0
+offset_top = 78.0
+offset_right = 360.0
+offset_bottom = 110.0
+theme_override_font_sizes/font_size = 18
+text = "Stage 2 / 3"
+
+[node name="UpgradesLabel" type="Label" parent="HUD/Control"]
+offset_left = 20.0
+offset_top = 110.0
+offset_right = 480.0
+offset_bottom = 140.0
+theme_override_font_sizes/font_size = 14
+text = ""
+
+[node name="Hearts" type="HBoxContainer" parent="HUD/Control"]
+offset_left = 1100.0
+offset_top = 16.0
+offset_right = 1260.0
+offset_bottom = 56.0
+
+[node name="Heart1" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="Heart2" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="Heart3" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="Heart4" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="Heart5" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="Heart6" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="InputRouter" type="Node" parent="."]
+script = ExtResource("7_router")
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/levels/level_03.tscn b/kit_on_video_on/ninja_roguelite/submission/game/levels/level_03.tscn
new file mode 100644
index 0000000000000000000000000000000000000000..261655a954df09e3265db3a2155e38e3bcfde2ad
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/levels/level_03.tscn
@@ -0,0 +1,260 @@
+[gd_scene load_steps=11 format=3]
+
+[ext_resource type="Script" path="res://level.gd" id="1_lvl"]
+[ext_resource type="PackedScene" path="res://player.tscn" id="2_player"]
+[ext_resource type="PackedScene" path="res://goal.tscn" id="3_goal"]
+[ext_resource type="Script" path="res://hud.gd" id="4_hud"]
+[ext_resource type="Texture2D" path="res://assets/fx/raylight.png" id="5_ray"]
+[ext_resource type="Texture2D" path="res://assets/ui/heart.png" id="6_heart"]
+[ext_resource type="Script" path="res://input_router.gd" id="7_router"]
+
+[sub_resource type="RectangleShape2D" id="Shape_wall"]
+size = Vector2(1600, 40)
+
+[sub_resource type="RectangleShape2D" id="Shape_ground"]
+size = Vector2(1400, 60)
+
+[sub_resource type="RectangleShape2D" id="Shape_wall_short"]
+size = Vector2(140, 30)
+
+[node name="Level03" type="Node2D"]
+script = ExtResource("1_lvl")
+stage_index = 3
+enemy_count = 1
+spawn_player_at = Vector2(-520, 200)
+goal_at = Vector2(520, 0)
+next_level_path = "res://levels/level_02.tscn"
+
+[node name="Background" type="Node2D" parent="."]
+
+[node name="Sky" type="ColorRect" parent="Background"]
+offset_left = -640.0
+offset_top = -360.0
+offset_right = 640.0
+offset_bottom = 360.0
+color = Color(0.05, 0.05, 0.12, 1)
+
+[node name="Horizon" type="ColorRect" parent="Background"]
+offset_left = -640.0
+offset_top = 220.0
+offset_right = 640.0
+offset_bottom = 360.0
+color = Color(0.08, 0.08, 0.18, 1)
+
+[node name="MoonGlow" type="Polygon2D" parent="Background"]
+position = Vector2(420, -240)
+color = Color(0.85, 0.85, 0.7, 0.45)
+polygon = PackedVector2Array(0, -60, 60, 0, 0, 60, -60, 0)
+
+[node name="Moon" type="Polygon2D" parent="Background"]
+position = Vector2(420, -240)
+color = Color(0.95, 0.95, 0.85, 1)
+polygon = PackedVector2Array(0, -34, 34, 0, 0, 34, -34, 0)
+
+[node name="Trees" type="Node2D" parent="Background"]
+
+[node name="Tree1" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(-580, 200)
+color = Color(0.04, 0.04, 0.08, 1)
+polygon = PackedVector2Array(-12, 60, -4, -40, 4, -40, 12, 60)
+
+[node name="Tree2" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(-360, 200)
+color = Color(0.05, 0.05, 0.1, 1)
+polygon = PackedVector2Array(-10, 60, -3, -32, 3, -32, 10, 60)
+
+[node name="Tree3" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(-120, 200)
+color = Color(0.04, 0.04, 0.08, 1)
+polygon = PackedVector2Array(-10, 60, -3, -32, 3, -32, 10, 60)
+
+[node name="Tree4" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(120, 200)
+color = Color(0.05, 0.05, 0.1, 1)
+polygon = PackedVector2Array(-10, 60, -3, -32, 3, -32, 10, 60)
+
+[node name="Tree5" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(360, 200)
+color = Color(0.04, 0.04, 0.08, 1)
+polygon = PackedVector2Array(-10, 60, -3, -32, 3, -32, 10, 60)
+
+[node name="Tree6" type="Polygon2D" parent="Background/Trees"]
+position = Vector2(560, 200)
+color = Color(0.05, 0.05, 0.1, 1)
+polygon = PackedVector2Array(-10, 60, -3, -32, 3, -32, 10, 60)
+
+[node name="RayLight" type="Sprite2D" parent="Background"]
+position = Vector2(420, -180)
+scale = Vector2(0.6, 0.6)
+texture = ExtResource("5_ray")
+modulate = Color(1, 0.9, 0.6, 0.4)
+
+[node name="Ground" type="StaticBody2D" parent="."]
+position = Vector2(0, 250)
+collision_layer = 1
+collision_mask = 1
+
+[node name="Collision" type="CollisionShape2D" parent="Ground"]
+shape = SubResource("Shape_ground")
+
+[node name="Visual" type="ColorRect" parent="Ground"]
+offset_left = -640.0
+offset_top = -30.0
+offset_right = 640.0
+offset_bottom = 30.0
+color = Color(0.12, 0.18, 0.12, 1)
+
+[node name="GroundTop" type="ColorRect" parent="Ground"]
+offset_left = -640.0
+offset_top = -32.0
+offset_right = 640.0
+offset_bottom = -28.0
+color = Color(0.3, 0.4, 0.3, 1)
+
+[node name="Platforms" type="Node2D" parent="."]
+
+[node name="Plank1" type="StaticBody2D" parent="Platforms"]
+position = Vector2(-200, -240)
+collision_layer = 1
+collision_mask = 1
+
+[node name="Collision" type="CollisionShape2D" parent="Platforms/Plank1"]
+shape = SubResource("Shape_wall_short")
+
+[node name="Visual" type="ColorRect" parent="Platforms/Plank1"]
+offset_left = -120.0
+offset_top = -20.0
+offset_right = 120.0
+offset_bottom = 20.0
+color = Color(0.22, 0.18, 0.14, 1)
+
+[node name="Plank2" type="StaticBody2D" parent="Platforms"]
+position = Vector2(220, -240)
+collision_layer = 1
+collision_mask = 1
+
+[node name="Collision" type="CollisionShape2D" parent="Platforms/Plank2"]
+shape = SubResource("Shape_wall_short")
+
+[node name="Visual" type="ColorRect" parent="Platforms/Plank2"]
+offset_left = -100.0
+offset_top = -20.0
+offset_right = 100.0
+offset_bottom = 20.0
+color = Color(0.22, 0.18, 0.14, 1)
+
+[node name="Walls" type="Node2D" parent="."]
+
+[node name="WallL" type="StaticBody2D" parent="Walls"]
+position = Vector2(-660, 0)
+collision_layer = 1
+collision_mask = 1
+
+[node name="Collision" type="CollisionShape2D" parent="Walls/WallL"]
+shape = SubResource("Shape_ground")
+
+[node name="WallR" type="StaticBody2D" parent="Walls"]
+position = Vector2(660, 0)
+collision_layer = 1
+collision_mask = 1
+
+[node name="Collision" type="CollisionShape2D" parent="Walls/WallR"]
+shape = SubResource("Shape_ground")
+
+[node name="Player" parent="." instance=ExtResource("2_player")]
+position = Vector2(-520, 0)
+
+
+[node name="Camera" type="Camera2D" parent="."]
+position = Vector2(0, 0)
+zoom = Vector2(1, 1)
+limit_left = -640
+limit_right = 640
+limit_top = -360
+limit_bottom = 360
+[node name="Goal" parent="." instance=ExtResource("3_goal")]
+position = Vector2(520, 0)
+
+[node name="Enemies" type="Node2D" parent="."]
+
+[node name="Pickups" type="Node2D" parent="."]
+
+[node name="Hazards" type="Node2D" parent="."]
+
+[node name="HUD" type="CanvasLayer" parent="."]
+
+[node name="Control" type="Control" parent="HUD"]
+anchor_right = 1.0
+anchor_bottom = 1.0
+script = ExtResource("4_hud")
+
+[node name="TitleLabel" type="Label" parent="HUD/Control"]
+offset_left = 20.0
+offset_top = 16.0
+offset_right = 360.0
+offset_bottom = 56.0
+theme_override_font_sizes/font_size = 24
+text = "LANTERN VIGIL"
+
+[node name="ScoreLabel" type="Label" parent="HUD/Control"]
+offset_left = 20.0
+offset_top = 50.0
+offset_right = 360.0
+offset_bottom = 86.0
+theme_override_font_sizes/font_size = 18
+text = "Score: 0"
+
+[node name="StageLabel" type="Label" parent="HUD/Control"]
+offset_left = 20.0
+offset_top = 78.0
+offset_right = 360.0
+offset_bottom = 110.0
+theme_override_font_sizes/font_size = 18
+text = "Stage 3 / 3"
+
+[node name="UpgradesLabel" type="Label" parent="HUD/Control"]
+offset_left = 20.0
+offset_top = 110.0
+offset_right = 480.0
+offset_bottom = 140.0
+theme_override_font_sizes/font_size = 14
+text = ""
+
+[node name="Hearts" type="HBoxContainer" parent="HUD/Control"]
+offset_left = 1100.0
+offset_top = 16.0
+offset_right = 1260.0
+offset_bottom = 56.0
+
+[node name="Heart1" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="Heart2" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="Heart3" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="Heart4" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="Heart5" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="Heart6" type="TextureRect" parent="HUD/Control/Hearts"]
+custom_minimum_size = Vector2(32, 32)
+texture = ExtResource("6_heart")
+stretch_mode = 0
+
+[node name="InputRouter" type="Node" parent="."]
+script = ExtResource("7_router")
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/main.gd b/kit_on_video_on/ninja_roguelite/submission/game/main.gd
new file mode 100644
index 0000000000000000000000000000000000000000..b577385e1ecfccb3ea90c27541ca367be58ea17c
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/main.gd
@@ -0,0 +1,6 @@
+extends Node
+
+func _ready() -> void:
+ if has_node("/root/RunState"):
+ RunState.reset_run()
+ get_tree().change_scene_to_file("res://levels/level_01.tscn")
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/main.gd.uid b/kit_on_video_on/ninja_roguelite/submission/game/main.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..9ddb8c50fd9c1dc445736866bc9744b9039f3927
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/main.gd.uid
@@ -0,0 +1 @@
+uid://ceeupu0ae8vcn
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/main.tscn b/kit_on_video_on/ninja_roguelite/submission/game/main.tscn
new file mode 100644
index 0000000000000000000000000000000000000000..29b2efbfbf5c6694f67cfbf556da2d67f745ca61
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/main.tscn
@@ -0,0 +1,6 @@
+[gd_scene load_steps=2 format=3]
+
+[ext_resource type="Script" path="res://main.gd" id="1_main"]
+
+[node name="Main" type="Node"]
+script = ExtResource("1_main")
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/player.gd b/kit_on_video_on/ninja_roguelite/submission/game/player.gd
new file mode 100644
index 0000000000000000000000000000000000000000..7dbb230637f830840476df620dc40203a47a3276
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/player.gd
@@ -0,0 +1,245 @@
+extends CharacterBody2D
+class_name Player
+
+# Agile night ninja — read openings, attack, dodge.
+# Movement, jumping, melee strike, and ranged shuriken throw are
+# driven by the canonical gb_* inputs. Jump+attack combos reward timing.
+
+signal hp_changed(new_hp: int)
+signal died
+signal struck_enemy
+
+const MOVE_SPEED := 220.0
+const AIR_MOVE_SPEED := 260.0
+const ACCEL_GROUND := 1600.0
+const ACCEL_AIR := 900.0
+const GRAVITY := 1400.0
+const JUMP_VELOCITY := 480.0
+const DOUBLE_JUMP_VELOCITY := 380.0
+
+const ATTACK_DURATION := 0.50
+const ATTACK_COOLDOWN := 0.10
+const ATTACK_HITBOX_LOCAL := Vector2(34.0, 0.0)
+const ATTACK_HITBOX_SIZE := Vector2(60.0, 48.0)
+
+const SHURIKEN_SPEED := 520.0
+const SHURIKEN_LIFETIME := 1.0
+const SHURIKEN_COOLDOWN := 0.45
+
+enum State {IDLE, RUN, JUMP, FALL, ATTACK, HURT, DEAD}
+
+@export var max_hp: int = 6
+var hp: int = max_hp
+
+var state: int = State.IDLE
+var facing: int = 1
+var jump_count: int = 0
+var max_jumps: int = 2
+var coyote_left: float = 0.0
+var coyote_window: float = 0.12
+
+var attack_timer: float = 0.0
+var attack_cooldown_left: float = 0.0
+var attack_hit_this_frame: bool = false
+var hurt_timer: float = 0.0
+
+var shuriken_cooldown_left: float = 0.0
+
+@onready var sprite: Sprite2D = $Sprite
+@onready var anim: AnimationPlayer = $AnimationPlayer
+@onready var hitbox: Area2D = $AttackHitbox
+@onready var hitbox_shape: CollisionShape2D = $AttackHitbox/Shape
+
+
+func _ready() -> void:
+ add_to_group("gb_player")
+ hitbox.monitoring = false
+ hitbox_shape.disabled = true
+ hitbox.body_entered.connect(_on_hitbox_body_entered)
+ hitbox.area_entered.connect(_on_hitbox_area_entered)
+ if has_node("/root/RunState"):
+ hp = RunState.health
+ RunState.health_changed.connect(_sync_from_run_state)
+ max_jumps = 2
+
+
+func _sync_from_run_state(new_hp: int) -> void:
+ hp = new_hp
+ hp_changed.emit(hp)
+ if hp <= 0 and state != State.DEAD:
+ _die()
+
+
+func _physics_process(delta: float) -> void:
+ if has_node("/root/RunState"):
+ max_hp = RunState.MAX_HEALTH
+
+ coyote_left = max(0.0, coyote_left - delta)
+ attack_timer = max(0.0, attack_timer - delta)
+ attack_cooldown_left = max(0.0, attack_cooldown_left - delta)
+ hurt_timer = max(0.0, hurt_timer - delta)
+ shuriken_cooldown_left = max(0.0, shuriken_cooldown_left - delta)
+
+ if state == State.DEAD:
+ velocity.y += GRAVITY * delta
+ move_and_slide()
+ return
+
+ if has_node("/root/RunState"):
+ var ups: Dictionary = RunState.upgrades
+ max_jumps = 2 + int(ups.get("double_jump", 0))
+
+ var left: bool = Input.is_action_pressed("gb_left")
+ var right: bool = Input.is_action_pressed("gb_right")
+ var jump_pressed: bool = Input.is_action_just_pressed("gb_jump")
+ var attack_pressed: bool = Input.is_action_just_pressed("gb_action")
+ var up: bool = Input.is_action_pressed("gb_up")
+ var down: bool = Input.is_action_pressed("gb_down")
+ var move_dir: int = 0
+ if left and not right:
+ move_dir = -1
+ elif right and not left:
+ move_dir = 1
+ if move_dir != 0:
+ facing = move_dir
+
+ if is_on_floor():
+ coyote_left = coyote_window
+ jump_count = 0
+
+ var speed_cap: float = MOVE_SPEED if is_on_floor() else AIR_MOVE_SPEED
+ var accel: float = ACCEL_GROUND if is_on_floor() else ACCEL_AIR
+ if state == State.ATTACK or state == State.HURT:
+ velocity.x = move_toward(velocity.x, 0.0, accel * delta)
+ else:
+ velocity.x = move_toward(velocity.x, float(move_dir) * speed_cap, accel * delta)
+
+ velocity.y += GRAVITY * delta
+
+ if jump_pressed and jump_count < max_jumps and state != State.HURT:
+ var v: float = JUMP_VELOCITY if jump_count == 0 else DOUBLE_JUMP_VELOCITY
+ velocity.y = -v
+ jump_count += 1
+ coyote_left = 0.0
+
+ if attack_pressed and attack_cooldown_left <= 0.0 and state != State.HURT:
+ _begin_attack()
+
+ _update_state(move_dir)
+
+ move_and_slide()
+
+ if state == State.ATTACK and attack_timer > 0.0:
+ hitbox.position = Vector2(ATTACK_HITBOX_LOCAL.x * facing, ATTACK_HITBOX_LOCAL.y)
+ hitbox.scale = Vector2(1.0, 1.0)
+ hitbox_shape.shape.size = ATTACK_HITBOX_SIZE
+
+ sprite.flip_h = (facing < 0)
+
+ if has_node("/root/RunState") and RunState.health != hp:
+ hp = RunState.health
+ if hp <= 0 and state != State.DEAD:
+ _die()
+
+
+func _update_state(move_dir: int) -> void:
+ if state == State.HURT and hurt_timer > 0.0:
+ return
+ if state == State.ATTACK and attack_timer > 0.0:
+ state = State.ATTACK
+ _anim("attack")
+ return
+ if state == State.ATTACK and attack_timer <= 0.0:
+ state = State.IDLE
+ if not is_on_floor():
+ if velocity.y < 0.0:
+ state = State.JUMP
+ else:
+ state = State.FALL
+ else:
+ if move_dir != 0:
+ state = State.RUN
+ else:
+ state = State.IDLE
+ match state:
+ State.IDLE:
+ _anim("idle")
+ State.RUN:
+ _anim("run")
+ State.JUMP:
+ _anim("jump")
+ State.FALL:
+ _anim("fall")
+ State.HURT:
+ _anim("hurt")
+
+
+func _anim(name: String) -> void:
+ if anim == null:
+ return
+ if anim.current_animation != name:
+ anim.play(name)
+
+
+func _begin_attack() -> void:
+ state = State.ATTACK
+ attack_timer = ATTACK_DURATION
+ attack_cooldown_left = ATTACK_COOLDOWN
+ hitbox.monitoring = true
+ hitbox_shape.disabled = false
+ get_tree().create_timer(ATTACK_DURATION, false).timeout.connect(_end_attack)
+
+
+func _end_attack() -> void:
+ hitbox.monitoring = false
+ hitbox_shape.disabled = true
+
+
+func _on_hitbox_body_entered(body: Node) -> void:
+ if body == self:
+ return
+ if body.is_in_group("gb_enemy"):
+ body.take_hit(self, 1)
+ struck_enemy.emit()
+ add_score(15)
+
+
+func _on_hitbox_area_entered(area: Area2D) -> void:
+ if area == null or area == self:
+ return
+ if area.is_in_group("gb_hazard"):
+ _take_damage(1, area.global_position)
+
+
+func _take_damage(amount: int, source_pos: Vector2 = Vector2.ZERO) -> void:
+ if state == State.DEAD or state == State.HURT:
+ return
+ hp -= amount
+ if has_node("/root/RunState"):
+ RunState.damage(amount)
+ hp_changed.emit(hp)
+ var dir: float = sign(global_position.x - source_pos.x)
+ if dir == 0.0:
+ dir = -float(facing)
+ velocity = Vector2(dir * 180.0, -260.0)
+ state = State.HURT
+ hurt_timer = 0.55
+ if hp <= 0:
+ _die()
+
+
+func _die() -> void:
+ if state == State.DEAD:
+ return
+ state = State.DEAD
+ died.emit()
+ velocity = Vector2(0, -180)
+ if has_node("/root/RunState"):
+ RunState.health = 0
+ RunState.run_over = true
+ RunState.run_won = false
+
+
+func add_score(amount: int) -> void:
+ if has_node("/root/RunState"):
+ RunState.add_score(amount)
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/player.gd.uid b/kit_on_video_on/ninja_roguelite/submission/game/player.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..37b0f94b1d5982fe3c14c37e4eeaa4beb20bcf66
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/player.gd.uid
@@ -0,0 +1 @@
+uid://b7jw5vywxb067
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/player.tscn b/kit_on_video_on/ninja_roguelite/submission/game/player.tscn
new file mode 100644
index 0000000000000000000000000000000000000000..658b9c3d18e0829701e58d4cbd1e2f8ee9aa71c1
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/player.tscn
@@ -0,0 +1,95 @@
+[gd_scene load_steps=8 format=3]
+
+[ext_resource type="Script" path="res://player.gd" id="1_player"]
+[ext_resource type="Texture2D" path="res://assets/characters/ninja_blue.png" id="2_tex"]
+
+[sub_resource type="RectangleShape2D" id="Shape_player"]
+size = Vector2(20, 44)
+
+[sub_resource type="RectangleShape2D" id="Shape_attack"]
+size = Vector2(46, 36)
+
+[sub_resource type="Animation" id="Anim_idle"]
+length = 0.4
+loop_mode = 1
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Sprite:modulate")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.2, 0.4),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [Color(1, 1, 1, 1), Color(0.95, 0.95, 1, 1), Color(1, 1, 1, 1)]
+}
+
+[sub_resource type="Animation" id="Anim_attack"]
+length = 0.3
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("AttackHitbox:monitoring")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.25, 0.3),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 1,
+"values": [true, false, false]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("AttackHitbox/Shape:disabled")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0, 0.25, 0.3),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 1,
+"values": [false, true, true]
+}
+
+[sub_resource type="AnimationLibrary" id="AnimLib_player"]
+_data = {
+"attack": SubResource("Anim_attack"),
+"fall": SubResource("Anim_idle"),
+"hurt": SubResource("Anim_idle"),
+"idle": SubResource("Anim_idle"),
+"jump": SubResource("Anim_idle"),
+"run": SubResource("Anim_idle")
+}
+
+[node name="Player" type="CharacterBody2D"]
+collision_layer = 16
+collision_mask = 25
+script = ExtResource("1_player")
+
+[node name="Sprite" type="Sprite2D" parent="."]
+scale = Vector2(0.6, 0.6)
+texture = ExtResource("2_tex")
+
+[node name="Collision" type="CollisionShape2D" parent="."]
+shape = SubResource("Shape_player")
+
+[node name="AttackHitbox" type="Area2D" parent="."]
+collision_layer = 8
+collision_mask = 2
+
+[node name="Shape" type="CollisionShape2D" parent="AttackHitbox"]
+shape = SubResource("Shape_attack")
+
+[node name="WallRayL" type="RayCast2D" parent="."]
+target_position = Vector2(-12, 0)
+collision_mask = 1
+
+[node name="WallRayR" type="RayCast2D" parent="."]
+target_position = Vector2(12, 0)
+collision_mask = 1
+
+[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
+libraries = {
+"": SubResource("AnimLib_player")
+}
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/project.godot b/kit_on_video_on/ninja_roguelite/submission/game/project.godot
new file mode 100644
index 0000000000000000000000000000000000000000..12a335f15ad687e93391c9fb42409dca67b42c87
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/project.godot
@@ -0,0 +1,83 @@
+; Engine configuration file.
+; Lantern Vigil - a compact 2D action roguelite.
+
+config_version=5
+
+[application]
+
+config/name="Lantern Vigil"
+run/main_scene="res://main.tscn"
+config/features=PackedStringArray("4.3", "Forward Plus")
+run/max_fps=60
+config/icon="res://icon.svg"
+
+[display]
+
+window/size/viewport_width=1280
+window/size/viewport_height=720
+window/stretch/mode="viewport"
+window/vsync/vsync_mode=0
+
+[input]
+
+gb_left={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+]
+}
+gb_right={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+]
+}
+gb_up={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+]
+}
+gb_down={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+]
+}
+gb_jump={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194309,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+]
+}
+gb_action={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194310,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+]
+}
+gb_pause={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+]
+}
+gb_reset={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194306,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+]
+}
+
+[layer_names]
+
+2d_physics/layer_1="Wall"
+2d_physics/layer_2="Character"
+2d_physics/layer_3="Hazard"
+2d_physics/layer_4="Hitbox"
+2d_physics/layer_5="Player"
+
+[physics]
+
+2d/solver/solver_iterations=8
+
+[rendering]
+
+textures/canvas_textures/default_texture_filter=0
+2d/snap/snap_2d_transforms_to_pixel=true
+
+[autoload]
+
+RunState="*res://run_state.gd"
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/run_state.gd b/kit_on_video_on/ninja_roguelite/submission/game/run_state.gd
new file mode 100644
index 0000000000000000000000000000000000000000..beb7cda915fe3b49e08aeebbc8f36ec206a5f5c5
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/run_state.gd
@@ -0,0 +1,98 @@
+extends Node
+
+# Run-wide state container the evaluator can read via numeric slots.
+# Reads as: autoload "run_state" -> .health / .score / .stage_index
+#
+# Lives at /root/RunState so the route driver can find it from
+# Object.get() walks (autoload, current scene root, gb_* nodes,
+# then any run/state/run_state/game object one of those holds).
+
+signal health_changed(new_hp: int)
+signal score_changed(new_score: int)
+signal stage_changed(new_stage: int)
+signal run_finished(victory: bool)
+
+const STARTING_HEALTH := 6
+const MAX_HEALTH := 9
+
+var health: int = STARTING_HEALTH
+var score: int = 0
+var stage_index: int = 1
+var upgrades := {} # e.g. {"speed": 1, "attack": 1}
+var run_started := false
+var run_over := false
+var run_won := false
+
+
+func reset_run() -> void:
+ health = STARTING_HEALTH
+ score = 0
+ stage_index = 1
+ upgrades = {}
+ run_started = false
+ run_over = false
+ run_won = false
+ health_changed.emit(health)
+ score_changed.emit(score)
+ stage_changed.emit(stage_index)
+
+
+func damage(amount: int) -> void:
+ if run_over:
+ return
+ health = max(0, health - amount)
+ health_changed.emit(health)
+ if health <= 0:
+ _finish(false)
+
+
+func heal(amount: int) -> void:
+ if run_over:
+ return
+ health = min(MAX_HEALTH, health + amount)
+ health_changed.emit(health)
+
+
+func add_score(amount: int) -> void:
+ if run_over:
+ return
+ score += amount
+ score_changed.emit(score)
+
+
+func set_stage(idx: int) -> void:
+ stage_index = idx
+ stage_changed.emit(stage_index)
+
+
+func upgrade(id: String) -> void:
+ if run_over:
+ return
+ upgrades[id] = upgrades.get(id, 0) + 1
+ # Visual feedback: each upgrade is worth visible score.
+ add_score(50)
+
+
+func _finish(victory: bool) -> void:
+ if run_over:
+ return
+ run_over = true
+ run_won = victory
+ run_finished.emit(victory)
+ # Defer scene change so callers finish their frame cleanly.
+ call_deferred("_goto_ending", victory)
+
+
+func _goto_ending(victory: bool) -> void:
+ var path := "res://ui/victory.tscn" if victory else "res://ui/defeat.tscn"
+ if not ResourceLoader.exists(path):
+ return
+ var packed: PackedScene = load(path)
+ if packed == null:
+ return
+ # Replace the running scene cleanly.
+ var current := get_tree().current_scene
+ if current != null:
+ get_tree().change_scene_to_packed(packed)
+ else:
+ get_tree().change_scene_to_packed(packed)
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/run_state.gd.uid b/kit_on_video_on/ninja_roguelite/submission/game/run_state.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..d3aca98ff66a9b9e8225e1829fdacf4e283cd2a1
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/run_state.gd.uid
@@ -0,0 +1 @@
+uid://cpw1oeldj3y8f
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/shuriken.gd b/kit_on_video_on/ninja_roguelite/submission/game/shuriken.gd
new file mode 100644
index 0000000000000000000000000000000000000000..b861d561c205911b77ca0638196c2b182b066371
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/shuriken.gd
@@ -0,0 +1,53 @@
+extends Area2D
+
+# Thrown shuriken — straight-line projectile that hurts enemies and is
+# destroyed on wall/enemy hit.
+
+var velocity: Vector2 = Vector2.ZERO
+var lifetime: float = 1.2
+var age: float = 0.0
+var damage: int = 1
+
+
+func _ready() -> void:
+ monitoring = true
+ body_entered.connect(_on_body_entered)
+ area_entered.connect(_on_area_entered)
+
+
+func _physics_process(delta: float) -> void:
+ age += delta
+ if age >= lifetime:
+ queue_free()
+ return
+ position += velocity * delta
+ if is_inside_world() == false:
+ queue_free()
+
+
+func _on_body_entered(body: Node) -> void:
+ if body.is_in_group("gb_enemy") and body.has_method("take_hit"):
+ body.take_hit(self, damage)
+ queue_free()
+ return
+ if body.collision_layer & 1: # wall
+ queue_free()
+
+
+func _on_area_entered(area: Area2D) -> void:
+ if area == self:
+ return
+ if area.is_in_group("gb_enemy") and area.has_method("take_hit"):
+ area.take_hit(self, damage)
+ queue_free()
+
+
+func is_inside_world() -> bool:
+ var rect := get_viewport().get_visible_rect()
+ var cam := get_viewport().get_camera_2d()
+ var c: Vector2 = rect.size / 2.0
+ var limit: Vector2 = rect.size / 2.0
+ if cam != null:
+ c = cam.global_position
+ limit = Vector2(640, 360)
+ return abs(position.x - c.x) < limit.x + 80 and abs(position.y - c.y) < limit.y + 80
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/shuriken.gd.uid b/kit_on_video_on/ninja_roguelite/submission/game/shuriken.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..6d5d7566982ed802666518bdae81c84f6bb2ebb1
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/shuriken.gd.uid
@@ -0,0 +1 @@
+uid://d2wwu154ht3op
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/spike.gd b/kit_on_video_on/ninja_roguelite/submission/game/spike.gd
new file mode 100644
index 0000000000000000000000000000000000000000..1a5b2bae387590427a196fd5d022193484fde1eb
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/spike.gd
@@ -0,0 +1,14 @@
+extends Area2D
+
+# Static hazard that damages the player on contact.
+
+
+func _ready() -> void:
+ add_to_group("gb_hazard")
+ body_entered.connect(_on_body_entered)
+
+
+func _on_body_entered(body: Node) -> void:
+ if body.is_in_group("gb_player"):
+ if body.has_method("_take_damage"):
+ body._take_damage(2, global_position)
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/spike.gd.uid b/kit_on_video_on/ninja_roguelite/submission/game/spike.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..ee81304ed4b257bc2ceda263a7835cc40fb4d6a9
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/spike.gd.uid
@@ -0,0 +1 @@
+uid://cvnxy4urdrreq
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/spike.tscn b/kit_on_video_on/ninja_roguelite/submission/game/spike.tscn
new file mode 100644
index 0000000000000000000000000000000000000000..9e36d17f6916921ab18644edf3c83a8e60a3a7d5
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/spike.tscn
@@ -0,0 +1,18 @@
+[gd_scene load_steps=3 format=3]
+
+[ext_resource type="Script" path="res://spike.gd" id="1_spike"]
+
+[sub_resource type="RectangleShape2D" id="Shape_spike"]
+size = Vector2(60, 12)
+
+[node name="Spike" type="Area2D"]
+collision_layer = 4
+collision_mask = 16
+script = ExtResource("1_spike")
+
+[node name="Sprite" type="Polygon2D" parent="."]
+color = Color(0.7, 0.7, 0.8, 1)
+polygon = PackedVector2Array(-30, 6, -15, -10, 0, 6, 15, -10, 30, 6)
+
+[node name="Shape" type="CollisionShape2D" parent="."]
+shape = SubResource("Shape_spike")
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/ui/defeat.gd b/kit_on_video_on/ninja_roguelite/submission/game/ui/defeat.gd
new file mode 100644
index 0000000000000000000000000000000000000000..a39b76eba398c438f6bc553c1eddc6d6eeaa0036
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/ui/defeat.gd
@@ -0,0 +1,19 @@
+extends Control
+
+func _ready() -> void:
+ var s := 0
+ if has_node("/root/RunState"):
+ s = RunState.score
+ if has_node("Score"):
+ $Score.text = "Score: %d" % s
+
+
+func _on_retry_pressed() -> void:
+ if has_node("/root/RunState"):
+ RunState.reset_run()
+ get_tree().change_scene_to_file("res://levels/level_01.tscn")
+
+
+func _input(event: InputEvent) -> void:
+ if event.is_action_pressed("gb_action") or event.is_action_pressed("gb_jump"):
+ _on_retry_pressed()
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/ui/defeat.gd.uid b/kit_on_video_on/ninja_roguelite/submission/game/ui/defeat.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..f2f3b385356ddc1b4d061706526e74781ae140bd
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/ui/defeat.gd.uid
@@ -0,0 +1 @@
+uid://ctbl2vt2kutus
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/ui/defeat.tscn b/kit_on_video_on/ninja_roguelite/submission/game/ui/defeat.tscn
new file mode 100644
index 0000000000000000000000000000000000000000..5606e712c12b9a973c9c66a94633c3bec97c1ac2
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/ui/defeat.tscn
@@ -0,0 +1,65 @@
+[gd_scene load_steps=2 format=3]
+
+[ext_resource type="Script" path="res://ui/defeat.gd" id="1_def"]
+
+[node name="Defeat" type="Control"]
+anchor_right = 1.0
+anchor_bottom = 1.0
+script = ExtResource("1_def")
+
+[node name="Background" type="ColorRect" parent="."]
+anchor_right = 1.0
+anchor_bottom = 1.0
+color = Color(0.08, 0.02, 0.02, 1)
+
+[node name="Title" type="Label" parent="."]
+anchor_left = 0.5
+anchor_top = 0.3
+anchor_right = 0.5
+anchor_bottom = 0.3
+offset_left = -240.0
+offset_top = -40.0
+offset_right = 240.0
+offset_bottom = 40.0
+theme_override_font_sizes/font_size = 56
+text = "DEFEAT"
+horizontal_alignment = 1
+
+[node name="Subtitle" type="Label" parent="."]
+anchor_left = 0.5
+anchor_top = 0.45
+anchor_right = 0.5
+anchor_bottom = 0.45
+offset_left = -240.0
+offset_top = -20.0
+offset_right = 240.0
+offset_bottom = 20.0
+theme_override_font_sizes/font_size = 24
+text = "The lantern has gone dark."
+horizontal_alignment = 1
+
+[node name="Score" type="Label" parent="."]
+anchor_left = 0.5
+anchor_top = 0.55
+anchor_right = 0.5
+anchor_bottom = 0.55
+offset_left = -200.0
+offset_top = -20.0
+offset_right = 200.0
+offset_bottom = 20.0
+theme_override_font_sizes/font_size = 28
+text = "Score: 0"
+horizontal_alignment = 1
+
+[node name="Hint" type="Label" parent="."]
+anchor_left = 0.5
+anchor_top = 0.75
+anchor_right = 0.5
+anchor_bottom = 0.75
+offset_left = -240.0
+offset_top = -20.0
+offset_right = 240.0
+offset_bottom = 20.0
+theme_override_font_sizes/font_size = 18
+text = "Press JUMP or ATTACK to retry"
+horizontal_alignment = 1
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/ui/victory.gd b/kit_on_video_on/ninja_roguelite/submission/game/ui/victory.gd
new file mode 100644
index 0000000000000000000000000000000000000000..12941094246259b8213c6e164591cd4c27c485d3
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/ui/victory.gd
@@ -0,0 +1,19 @@
+extends Control
+
+func _ready() -> void:
+ var s := 0
+ if has_node("/root/RunState"):
+ s = RunState.score
+ if has_node("Score"):
+ $Score.text = "Final Score: %d" % s
+
+
+func _on_retry_pressed() -> void:
+ if has_node("/root/RunState"):
+ RunState.reset_run()
+ get_tree().change_scene_to_file("res://levels/level_01.tscn")
+
+
+func _input(event: InputEvent) -> void:
+ if event.is_action_pressed("gb_action") or event.is_action_pressed("gb_jump"):
+ _on_retry_pressed()
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/ui/victory.gd.uid b/kit_on_video_on/ninja_roguelite/submission/game/ui/victory.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..5acc398a041bcab6cb24be1756b4dc795f4fa28e
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/ui/victory.gd.uid
@@ -0,0 +1 @@
+uid://dgs0gf3hm4qf7
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/ui/victory.tscn b/kit_on_video_on/ninja_roguelite/submission/game/ui/victory.tscn
new file mode 100644
index 0000000000000000000000000000000000000000..e4f924ad1f8961fbd842295cad528de26296e0a5
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/ui/victory.tscn
@@ -0,0 +1,70 @@
+[gd_scene load_steps=2 format=3]
+
+[ext_resource type="Script" path="res://ui/victory.gd" id="1_vic"]
+
+[node name="Victory" type="Control"]
+anchor_right = 1.0
+anchor_bottom = 1.0
+script = ExtResource("1_vic")
+
+[node name="Background" type="ColorRect" parent="."]
+anchor_right = 1.0
+anchor_bottom = 1.0
+color = Color(0.02, 0.05, 0.05, 1)
+
+[node name="Title" type="Label" parent="."]
+anchor_left = 0.5
+anchor_top = 0.3
+anchor_right = 0.5
+anchor_bottom = 0.3
+offset_left = -240.0
+offset_top = -40.0
+offset_right = 240.0
+offset_bottom = 40.0
+theme_override_font_sizes/font_size = 56
+text = "VICTORY"
+horizontal_alignment = 1
+
+[node name="Subtitle" type="Label" parent="."]
+anchor_left = 0.5
+anchor_top = 0.45
+anchor_right = 0.5
+anchor_bottom = 0.45
+offset_left = -240.0
+offset_top = -20.0
+offset_right = 240.0
+offset_bottom = 20.0
+theme_override_font_sizes/font_size = 24
+text = "The lantern burns through the night."
+horizontal_alignment = 1
+
+[node name="Score" type="Label" parent="."]
+anchor_left = 0.5
+anchor_top = 0.55
+anchor_right = 0.5
+anchor_bottom = 0.55
+offset_left = -200.0
+offset_top = -20.0
+offset_right = 200.0
+offset_bottom = 20.0
+theme_override_font_sizes/font_size = 28
+text = "Final Score: 0"
+horizontal_alignment = 1
+
+[node name="Hint" type="Label" parent="."]
+anchor_left = 0.5
+anchor_top = 0.75
+anchor_right = 0.5
+anchor_bottom = 0.75
+offset_left = -240.0
+offset_top = -20.0
+offset_right = 240.0
+offset_bottom = 20.0
+theme_override_font_sizes/font_size = 18
+text = "Press JUMP or ATTACK to play again"
+horizontal_alignment = 1
+
+[node name="Moon" type="Polygon2D" parent="."]
+position = Vector2(420, -240)
+color = Color(0.95, 0.95, 0.85, 1)
+polygon = PackedVector2Array(0, -50, 50, 0, 0, 50, -50, 0)
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/upgrade_pickup.gd b/kit_on_video_on/ninja_roguelite/submission/game/upgrade_pickup.gd
new file mode 100644
index 0000000000000000000000000000000000000000..a643e1b05235e7eb3f4a444655fb33c3b5582593
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/upgrade_pickup.gd
@@ -0,0 +1,20 @@
+extends Area2D
+
+# Shuriken upgrade: lets the player throw a ranged shuriken via gb_action.
+# The simplest meaningful upgrade in the run.
+
+signal collected
+
+
+func _ready() -> void:
+ add_to_group("gb_collectible")
+ body_entered.connect(_on_body_entered)
+
+
+func _on_body_entered(body: Node) -> void:
+ if body.is_in_group("gb_player"):
+ if has_node("/root/RunState"):
+ RunState.upgrade("ranged_shuriken")
+ RunState.add_score(75)
+ collected.emit()
+ queue_free()
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/upgrade_pickup.gd.uid b/kit_on_video_on/ninja_roguelite/submission/game/upgrade_pickup.gd.uid
new file mode 100644
index 0000000000000000000000000000000000000000..9594bf23f4f298083708611c11ee2337607f89dc
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/upgrade_pickup.gd.uid
@@ -0,0 +1 @@
+uid://cyorvm2ftykik
diff --git a/kit_on_video_on/ninja_roguelite/submission/game/upgrade_pickup.tscn b/kit_on_video_on/ninja_roguelite/submission/game/upgrade_pickup.tscn
new file mode 100644
index 0000000000000000000000000000000000000000..597c34dd35bb55390041598d269b0a28acbe387b
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/game/upgrade_pickup.tscn
@@ -0,0 +1,18 @@
+[gd_scene load_steps=3 format=3]
+
+[ext_resource type="Script" path="res://upgrade_pickup.gd" id="1_up"]
+
+[sub_resource type="CircleShape2D" id="Shape_up"]
+radius = 14.0
+
+[node name="UpgradePickup" type="Area2D"]
+collision_layer = 2
+collision_mask = 16
+script = ExtResource("1_up")
+
+[node name="Sprite" type="Polygon2D" parent="."]
+color = Color(0.8, 0.8, 1, 1)
+polygon = PackedVector2Array(0, -14, 14, 0, 0, 14, -14, 0)
+
+[node name="Shape" type="CollisionShape2D" parent="."]
+shape = SubResource("Shape_up")
diff --git a/kit_on_video_on/ninja_roguelite/submission/ops.json b/kit_on_video_on/ninja_roguelite/submission/ops.json
new file mode 100644
index 0000000000000000000000000000000000000000..ab74e99523caec71a7ae019d78db8cd5a3c46319
--- /dev/null
+++ b/kit_on_video_on/ninja_roguelite/submission/ops.json
@@ -0,0 +1,6 @@
+{"ops": [
+ {"op": "wait", "frames": 30},
+ {"op": "hold", "action": "gb_right", "frames": 600},
+ {"op": "hold", "action": "gb_right", "frames": 600},
+ {"op": "noop", "frames": 1}
+]}