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PlayableIgrivo teamtim · Laggy Lamas 2026-06

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 cover

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.

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.

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.

Six teleport anchors for swap-based movement, flanking, and escape.

Fully data-driven content — enemies, traps, runes and waves live in Godot resource files, so new content needs zero code.

Shader-drawn cinematics and an embodied, non-menu narrative choice for the ending.

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.

Šest sidrišta za teleportaciju za kretanje zamjenom, bočne napade i bijeg.

Potpuno data-driven sadržaj — neprijatelji, zamke, rune i valovi žive u Godot resource datotekama, pa novi sadržaj ne traži kod.

Kinematike crtane shaderima i utjelovljen narativni izbor za kraj, bez izbornika.