Solin ZhangGame Designer
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PERSONAL PRACTICE / VIBE CODING

What I’m making lately.

Page updated

This is my space for personal creative practice. I use vibe coding to turn game ideas into playable prototypes, learning by making, playing and revising. These are recent experiments and a record of work in progress.

Personal experiments in ongoing development. Some revisit earlier designs; images and videos retain their own stages of development.

Night-market characters and stall · Concept design

Ongoing · In development

RTBH · The Off-Duty Demon King

Aug 2026—present

A former demon king sets down his weapons to cook a meal for each guest at a late-night stall.

Project details & creative timeline ↗

LATEST

拼个小镇 · TIDEHAVEN

Hex tiles / Miniature town building

拼个小镇 · TIDEHAVEN

Build a town tile by tile, connecting roads, rivers and places to live.

View project & scan to play ↗

Dragon Flame Tavern · Yarn Edition

AI remake · Dice & cards / Yarn expedition

Dragon Flame Tavern · Yarn Edition

Weaving dice, cards and board position into a small expedition.

Images, video & idea ↗

MEET

AI remake · Day–night replay / Clay adventure

MEET

Leave a trail by day. Protect that same journey by night.

Images, video & idea ↗

Catch Louise · Eden Rooftops

AI remake · Action platformer / Level prototype

Catch Louise · Eden Rooftops

Revisiting the world of Eden through a playable rooftop adventure.

Images, video & idea ↗

01 / Hex tiles / Miniature town building

拼个小镇 · TIDEHAVEN

Build a town tile by tile, connecting roads, rivers and places to live.

The idea

Inspired by the tile placement of Dorfromantik and Carcassonne, this experiment brings miniature town building to a portrait screen. Rotate and place hexagonal tiles to connect settlements, woods and water, then extend roads, railways and rivers.

The practice

Exploring how simple placement rules can support small, lasting goals, with repeated work on touch controls, transport connections, resident feedback and visual clarity.

Gameplay recording · Version 0.11.0 · 24 seconds

A record of this stage of development. Transport connections and resident mechanics have continued to evolve.

Back to the collection ↑

02 / AI remake · Dice & cards / Yarn expedition

Dragon Flame Tavern · Yarn Edition

Weaving dice, cards and board position into a small expedition.

The idea

Dice determine movement; cards shape what lies ahead. Deploy creatures, traps and spells along the route, then choose battles, rest stops and supplies through an expedition built around decisions within chance.

The practice

Adapting an earlier design into a solo adventure with a yarn-and-button visual style, focusing on readable cards, clear board states and expedition pacing.

Tutorial gameplay recording · Version 0.2 · Silent

An early-version walkthrough. The cards, board and expedition experience have continued to develop.

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03 / AI remake · Day–night replay / Clay adventure

MEET

Leave a trail by day. Protect that same journey by night.

The idea

Explore as the girl during the day and spend collected starlight on wish bottles. At night, play as her guardian while her echo retraces the recorded route and timing. Every path and preparation becomes a tactical choice.

The practice

Rebuilding the encounter as a miniature clay world: a study in recorded movement, resource choices across day and night, and stop-motion-inspired character and scenery animation.

Native Godot motion preview · 8 seconds · Silent

Character and scenery animation, converted from the motion preview in the project.

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04 / AI remake · Action platformer / Level prototype

Catch Louise · Eden Rooftops

Revisiting the world of Eden through a playable rooftop adventure.

The idea

Find Louise cores across a hand-painted city, moving between exploration, pursuit and combat. Double jumps, dashes and a temporary ghost-state transfer create different choices along the same route.

The practice

A practice in turning a world concept into a complete level, refining movement, enemy openings, collection routes and boss pacing through a playable prototype.

Character attack animation test · 5 seconds · Silent

An animation source preview used in character production. The screenshots above show the game itself.

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