~/projects/loki-birth-of-the-divine
Loki: Birth of the Divine
A Norse FPS × tower-defense where reality flips between fire and ice.Nordijski FPS × tower-defense gdje se stvarnost prebacuje između vatre i leda.
Loki: Birth of the Divine is a first-person arena defender soaked in Norse myth, built in a 40-hour game jam with my team Laggy Lamas and expanded afterward toward a commercial release. You play the trickster god defending a hatching divine egg against escalating wave sieges — part FPS, part tower defense.
The signature mechanic is the dimension flip: a single toggle swaps the world between fire and ice, inverting both your offense and your defense at once. Built in Godot 4.6 with statically-typed GDScript, everything — enemies, traps, runes, wave tables — is data-driven through resource files, which let us iterate on balance fast. See the gameplay video below.
Since July 2026 the jam build has been in full production — over 270 team commits, 140 of them mine. I built the in-editor Level Builder (edge-aligned grid snapping, grouping, a UE5-style single bottom panel), drove the rune-system overhaul (a fragment economy, dimension-reactive runes, realm-bound staves you can plant into traps, Tier-2 ladders, combined-rune arrows), the hub economy with its Codex of unlocks, the Ragnarök meteor and Riposte counter systems, a performance pass that killed the 1%-low spikes, and end-to-end test sweeps across every rune and realm. We cut a standalone Windows demo (GodotSteam) for the Crni Mačak event in July, and in September prepared the HAVC (Croatian Audiovisual Centre) funding application with a new production-grade GDD. The team's git server runs on my NAS.
Loki: Birth of the Divine je first-person arena defender natopljen nordijskom mitologijom, izrađen na 40-satnom game jamu s mojim timom Laggy Lamas i kasnije proširen prema komercijalnom izlasku. Igraš boga prevaranta koji brani božansko jaje koje se izliježe od sve jačih navala — dijelom FPS, dijelom tower defense.
Prepoznatljiva mehanika je preokret dimenzije: jedan prekidač mijenja svijet između vatre i leda, istovremeno preokrećući i napad i obranu. Izrađeno u Godotu 4.6 sa statički tipiziranim GDScriptom, sve — neprijatelji, zamke, rune, tablice valova — je data-driven kroz resource datoteke, što nam je omogućilo brzo balansiranje. Pogledaj video igre ispod.
Od srpnja 2026. jam build je u punoj produkciji — više od 270 timskih commitova, 140 mojih. Izradio sam in-editor Level Builder (prianjanje na mrežu po rubovima, grupiranje, jedan donji panel u stilu UE5), vodio preustroj sustava runa (ekonomija fragmenata, rune koje reagiraju na dimenziju, štapovi vezani uz realm koje možeš zasaditi u zamke, Tier-2 ljestvice, strijele s kombiniranim runama), ekonomiju huba s Codexom otključavanja, sustave Ragnarök meteora i Riposte kontre, optimizacijski prolaz koji je uklonio 1%-low skokove te end-to-end testove kroz svaku runu i realm. U srpnju smo izrezali samostalan Windows demo (GodotSteam) za event Crni Mačak, a u rujnu pripremili prijavu za potporu HAVC-a (Hrvatski audiovizualni centar) s novim GDD-om produkcijske razine. Timski git server vrti se na mom NAS-u.
HighlightsIstaknuto
The costly dimension flip — one toggle inverts offense (enemy vulnerability) and defense (trap activation) at the same time. It's the game's whole identity.
Rune theft as your arsenal: steal one-use abilities from dead enemies and race to detonate the double-edged ones — now a full rune economy with fragments, realm-bound staves, tier ladders and combined-rune arrows.
Six teleport anchors for swap-based movement, flanking, and escape; the hub area sells traps, weapons and staff ability chains and tracks unlocks in a Codex.
Fully data-driven content — enemies, traps, runes and waves live in Godot resource files — and an in-editor Level Builder with grid snapping and a UE5-style workflow so the team lays out levels without code.
Post-jam production since July 2026: 270+ team commits, an enemy-system rewrite with IK limb rigs, a performance pass, e2e test sweeps across every rune and realm, and a standalone Windows demo build for the Crni Mačak event.
Skupi preokret dimenzije — jedan prekidač istovremeno mijenja napad (ranjivost neprijatelja) i obranu (aktivaciju zamki). To je cijeli identitet igre.
Krađa runa kao arsenal: ukradi jednokratne moći s mrtvih neprijatelja i utrkuj se da detoniraš one dvosjekle — sada puna ekonomija runa s fragmentima, štapovima vezanima uz realm, tier ljestvicama i strijelama s kombiniranim runama.
Šest sidrišta za teleportaciju za kretanje zamjenom, bočne napade i bijeg; hub prodaje zamke, oružja i lance sposobnosti štapova te prati otključavanja u Codexu.
Potpuno data-driven sadržaj — neprijatelji, zamke, rune i valovi žive u Godot resource datotekama — i in-editor Level Builder s prianjanjem na mrežu i tijekom rada u stilu UE5, pa tim slaže levele bez koda.
Post-jam produkcija od srpnja 2026.: 270+ timskih commitova, novi sustav neprijatelja s IK rigovima, optimizacijski prolaz, e2e testovi kroz svaku runu i realm te samostalan Windows demo build za event Crni Mačak.












