Under the Flares
Vietnam, 1968. You command a firebase through one bad stretch of nights, from a bunker, off a paper map that only shows what your men have reported.
Solo project, built in Godot. Every system is custom-built, including the night sim, intel model, dialogue engine, audio generation, and soldier generation.
The map lies honestly
The map only shows what your men have reported. A lane that stops calling in goes dark, fog makes counts run short, and a flare buys 60 seconds of truth while helping the enemy shoot back. The whole game is deciding how much to trust the picture.
Dialogue as data
Every line of dialogue lives in data files. A line can require a personality, a trait, or a memory, so different men answer the same question differently. Adding dialogue is adding a file.
The night director
A director paces the nights like Left 4 Dead, off what is happening instead of a timer. Damage rides the tracers you see on the map, and runs are seeded and deterministic end to end.
