Technical overview
Development approach
The project is developed using an AI-assisted development approach: AI serves as a development tool, while the concept, design and all key decisions are mine.
How it is put together
Blocks, items, quests, medals and characters are described in data files, not written into the code. A new counting quest is a few lines of JSON, so the content can grow without touching the systems underneath.
The interface and the 3D world know nothing about each other; they only exchange signals.
The code was written with Claude Code, an AI coding tool, which also helped with refactoring and debugging. Architecture, game design, asset integration, testing and every final decision are mine. Generative tools were also used for part of the artwork, including the key image on this site; the in-game models come from credited asset packs.
The technical part
For anyone who wants to know what is actually running:
- Engine
- Godot 4.7, GDScript, OpenGL rendering — low system requirements
- Platform
- Windows
- Network
- None. No requests, no third-party SDKs, no permissions asked for
- Saves
- One JSON file per profile, written safely, with a backup copy kept
- Content
- Four maps; quests and items live in data files rather than in code
What MVP means here
It means the game holds together and the loop works — but there are known problems, and here they are.
Works
- Four worlds joined by portals; building, digging, mines, water and swimming
- Counting and letter quests, in the child own alphabet
- Collections, medals, coins, a shop, characters who give quests, and a pet
- Three languages throughout the interface
- Saves per profile, with a backup copy
Not yet
- Collected items come back when you re-enter a world, so the same apples can be picked forever
- The frame rate drops the longer a child builds: blocks buried by new ones are not cleaned up
- The first five minutes are unfinished — Svitko does not yet lead a new player to the first goal
- The interface has no sounds; buttons and windows are silent
- Svitko himself is still a grey prototype — final art and his wordless voice are pending
Credits and licence
The game, its design, original artwork and code-synthesized sound effects are © 2026 Mariia Mashura. The game is not open source: it may not be redistributed or modified. The download itself is free.
Third-party assets, all used within their licences:
- Godot 4.7 engine — MIT licence.
- Voxel animals, items and trees — asset pack by SonaSar, free for personal and commercial use.
- Bushes, flowers and grass — Cute Voxel Nature Pack by Redreeh, free for any project.
- Interface icons — Free Icon Pack v3.1 by @gvesster.
- Portal texture — by GoncaloMCOliveira, released under CC0.
- Sky image — CraftPix.net, under their free licence.
- Music — "Cartoon Funny Music" by MaksymMalko, from Pixabay.
- Fonts Fredoka and Nunito — SIL Open Font License 1.1; the licence text ships with the game.
Sound effects are generated in code rather than sampled, so nothing is borrowed there. The full list, with links and licence wording, is in CREDITS.txt inside the downloaded archive.
Found something, or want to say something?
Bug reports, questions from parents, and “my child got stuck right here” are all equally useful — the last one especially.