Pick the brief that lets you exercise third-person movement, camera, lock-on, light and heavy attack, block or parry, dodge, item use, interact, target switch, and checkpoint rest or follow state through stamina, action commitment, animation windows, traces, damage, poise or stagger, enemy state, checkpoint respawn, carried-resource loss and recovery, boss phase, and shortcut persistence. Every Unreal Soulslike Game Maker CTA carries the Unreal engine, this source page, its intent, and campaign attribution into the same generation workflow.
Playable vertical slice
Produce Unreal Soulslike Game Maker as a native Unreal 5 slice: rest at a shrine, cross a short enemy route, spend stamina on attack and dodge choices, lose a carried resource, recover it, defeat a two-phase guardian, and reopen the shortcut. Place it in an original storm-battered monastery with cliff path, ruined cloister, recovery marker, shrine, locked shortcut, and circular guardian sanctuary. The build passes only when actions consume declared stamina, hit windows match animation, enemy telegraphs remain reactable, death resets enemies once, lost resources follow policy, and the shortcut persists after victory. Expose a reviewable Unreal Soulslike Game Maker browser build before optimization, packaging, and native-project handoff.
Use this promptControls and camera
Greybox an original storm-battered monastery with cliff path, ruined cloister, recovery marker, shrine, locked shortcut, and circular guardian sanctuary around these player inputs: third-person movement, camera, lock-on, light and heavy attack, block or parry, dodge, item use, interact, target switch, and checkpoint rest. For the Unreal Soulslike Game Maker movement and interaction pass, capture a repeatable review run; delay visual polish until failure and restart behavior is clear.
Use this promptStateful game systems
Represent stamina, action commitment, animation windows, traces, damage, poise or stagger, enemy state, checkpoint respawn, carried-resource loss and recovery, boss phase, and shortcut persistence as observable state in the Unreal Soulslike Game Maker project. Connect each transition to rest at a shrine, cross a short enemy route, spend stamina on attack and dodge choices, lose a carried resource, recover it, defeat a two-phase guardian, and reopen the shortcut, expose it in the browser build, and mark the Blueprint, C++, asset, or configuration assumption that still needs editor inspection.
Use this promptRegression and packaging
Run a regression build for soulslike teams tuning stamina, commitment, telegraphs, checkpoints, loss, recovery, and boss phases. Prove that actions consume declared stamina, hit windows match animation, enemy telegraphs remain reactable, death resets enemies once, lost resources follow policy, and the shortcut persists after victory, then deliberately trigger this risk: difficulty can disguise inconsistent timing, camera obstruction, target switching errors, duplicate damage, unfair tracking, impossible recovery, or checkpoints that restore the wrong state. Preserve a rollback point, repeat the same test, and expose a reviewable unreal soulslike game maker browser build before optimization, packaging, and native-project handoff.
Use this prompt