EatWhat Tonight
A pixel-art survivors-like where a slime evolves by eating — fight, snack, pick evolutions, and let AI cook up foods that exist only in your run.
The hero is a slime that evolves by eating. The loop is simple: hang out in the lobby — order dishes, shop, change outfits, chat with NPCs — then pick a stage and head out. Fight waves while snacking on food from the ground to fill your evolution meter, then choose one of three evolution cards: a four-branch, three-tier evolution tree plus golden combo cards means every run grows into a different monster. Win or die, you return to the lobby, brew the seasonings you looted, shop, and go again.
The signature feature is AI dish ordering: ask the chef slime for a dish, and the game calls DeepSeek for the flavor text and PixelLab for the pixel art — then turns it into a real, usable in-game food with its own evolution branch at runtime. That dish exists only in your run.
Technical highlights
Built solo in Godot 4 + GDScript, data-driven throughout.
Data-driven stages
Maps, waves, bosses, natural food and evolution pools all live in .tres resources; the Stage is just a shared skeleton — adding a stage requires almost no code.
Component combat
Characters are assembled from Health / Hitbox / Hurtbox / Mover / StatBoard components; projectile skills run through an object pool; four utensil-themed auto-weapons can be bought and upgraded through card draws.
Seasoning economy
Enemies drop typed, quality-graded seasonings; the brewing station melds three low-tier into one higher; shop prices combine flavor-point value with recipes — all implemented as pure static functions.
Automated guards
One test entry point runs all data guards plus headless smoke tests in about two minutes; evolution pools, weapons and unlock conditions are all integrity-checked.