What they did
The poster wanted a game where players are Vietnamese villagers defending their home from the Yuan army during the third Mongol invasion in 1287. With very little prior experience, they worked on it for several months with Claude Code doing most of the coding. They chose Godot because its project files are mostly plain text, which let Claude Code read and edit scenes and scripts, run the game to test changes, iterate, and work from Godot's public documentation. They also tried Claude with Blender for cleaning up and editing 3D models. The poster asked Claude to explain the code step by step as the project grew, so they learned along the way.
How it went
The game, called 100 Bodies in the Grass, now has a free demo on Steam. The poster says they would not have attempted it without these tools, and that the result turned out more stable and better structured than they expected. Animation was the clear weak spot: Claude with Blender handled small model fixes, but complex modelling and any animation were easier by hand or with existing animation assets. Commenters asked whether the networking and 3D assets also came from Claude; the post does not answer that.
Worth knowing
The plain text format of Godot projects is what made the agent loop work, since Claude Code could read, change and test everything without a visual editor. Several commenters who build games the same way said animation and complex 3D assets are where they are stuck too, so plan to source those separately. No time or cost figures are given.