Neon Dungeon
快节奏俯视角 Roguelike,随机武器、房间推进和 Boss 前构筑取舍。A fast top-down roguelike with randomized weapons, room progression and pre-boss build choices.
策划、素材、Godot 实现和验证修复,都在同一个项目里完成。
Planning, media, Godot implementation, verification and repair stay in one persistent project workflow.
先浏览几个游戏示例,再继续查看 ifgame 当前桌面端界面和完整生产流程。
Browse a few game examples, then continue to the current ifgame desktop interface and full production flow.
快节奏俯视角 Roguelike,随机武器、房间推进和 Boss 前构筑取舍。A fast top-down roguelike with randomized weapons, room progression and pre-boss build choices.
白天探索和搭建营地,夜晚守住阵地,逐步解锁地图区域。Explore and build by day, defend the camp at night, then unlock new regions.
单屏机关解谜,每关只增加一个新规则,失败后立刻重置。Single-screen mechanism puzzles that introduce one rule at a time with instant retries.
多路线塔防、组合升级和每波一次的全局强化选择。Multi-lane tower defense with combinable upgrades and a global perk after every wave.
围绕冲刺、蹬墙和钩索组合设计的快速横版动作平台。A fast action platformer built around dash, wall jump and grappling combinations.
无战斗的短篇 3D 探索,通过环境与物件逐步拼出故事。A short combat-free 3D exploration story told through environments and interactive objects.
先写一句你想做的游戏,也可以选择一个常见类型作为起点,再直接编辑成自己的需求。
Begin with one sentence about the game you want, or choose a common type as a starting point and edit it into your own request.
下面直接使用当前 ifgame 产品截图。切换工作区、项目和素材视图,可以看到产品真实的信息组织方式。
These are current ifgame product screens. Switch between workspace, projects and media to inspect the actual product structure.
在当前项目里查看阶段、任务、产物与下一步操作,沿同一工作流持续推进。
点击阶段查看这一阶段解决什么问题、产出什么结果。真正的项目流程由桌面端执行,官网只展示已确定的生产逻辑。
Select a stage to see what it solves and what it produces. The actual project workflow runs in the desktop app; the site demonstrates the implemented production logic.
ifgame 先通过对话澄清游戏类型、核心玩法、视觉方向和修改范围,避免后续阶段在错误目标上继续工作。
产出:已确认的需求与项目意图ifgame 连接需求、文件、Agent、Provider、Godot 与验证结果,让修改可以继续落回已有项目。
ifgame connects intent, files, Agents, Providers, Godot and verification results so later changes can keep landing in the same project.
从对话确认需求,后续修改继续进入同一个项目和生产流程。
Confirm intent in dialogue and carry later changes into the same project and production flow.
本地 Agent 围绕项目文件持续实现、运行和修复,而不是只返回一次代码片段。
The local Agent keeps implementing, running and repairing project files instead of returning one code snippet.
管理生成、后处理、当前选择和成功历史,让素材可以继续进入 Build。
Manage generation, post-processing, current selections and successful history for later Builds.
Godot、Agent、媒体后处理、项目文件、检查点和最终验证由用户设备负责。
Godot, Agent work, media post-processing, project files, checkpoints and final verification run on the user's device.
服务器处理账户、受控 Provider 调用、计费、结果保留与原始结果恢复。
Servers handle accounts, controlled Provider operations, billing, result retention and original-result recovery.
候选版本通过新进程运行与视觉检查,再进入 Stable 和不可变 Release。
Candidates run in fresh processes and pass visual checks before entering Stable and immutable Release states.
这是 ifgame 区别于一次性生成器的核心链路。选择下面四个阶段,可以看到同一个 Candidate 如何从 Agent 持续实现进入真实输入验证、独立视觉复核和 Release Seal。
This is a core ifgame lifecycle beyond one-shot generation. Select each stage to see how the same Candidate moves from continuous Agent work through real-input verification, independent visual review and the Release Seal.
Agent 在本地 Godot 项目上继续实现、运行,并根据失败结果修复。后续修改继续落回已有项目,而不是被拆成互不相关的一次性代码生成。
阶段结果:可继续运行和修复的当前 Candidate当前项目与 Candidate 保持同一生产上下文
本地 Agent 直接修改 Godot 项目文件
失败结果回到同一工作流继续修复
选择一种媒体能力,查看 Provider 生成、下载恢复、本地后处理、质量检查到项目挂载之间的实际职责边界。
Select a media capability to inspect how Provider generation, recovery, local post-processing, quality checks and project mounting fit together.
图片请求走明确选择的 Provider 路线,原始结果保留在服务器结果区;桌面端下载后继续做精确尺寸、透明度等后处理,再进入项目当前素材。
项目结果:精确尺寸的最终 PNG + 当前素材选择不需要先写完整工程或把每个技术步骤拆成提示词。你可以从玩法和视觉目标开始,在 ifgame 中逐步确认策划、素材与 Build。
You do not need a complete project or a prompt for every technical step. Start from gameplay and visual goals, then refine planning, media and Builds inside ifgame.
ifgame 的关键实现发生在本地项目和工具链里。开发者可以直接面对 Godot 工程、运行结果和验证证据,而不是被锁在纯网页生成结果里。
Core implementation happens in local project files and toolchains. Developers can work with the Godot project, runtime results and verification evidence directly.
ifgame 对需要付费的 Provider 操作按实际使用量结算。正式充值档位与公开价格会在支付宝支付上线时同步公布。
Paid Provider operations are settled from actual usage. Public top-up amounts and pricing will be released together with Alipay payments.
文字 Agent 与媒体 Provider 操作按服务端记录的实际使用量或权威成本凭据结算。
Text-Agent and media Provider operations settle from server-observed usage or authoritative cost receipts.
付费操作从 ifgame 余额预留与结算;未使用的预留部分按结算规则退回。
Paid operations reserve and settle against the ifgame balance; unused reservation is returned under settlement rules.
账户余额、操作结果和结算记录由业务服务持久化,用于恢复与核对。
Account balance, operation results and settlement records are persisted for recovery and reconciliation.
支付宝电脑网站支付仍在准备阶段,当前不展示尚未生效的充值价格。
Alipay web payments are still being prepared, so the site does not display top-up prices that are not yet active.
点击问题展开答案。正式上线信息将持续更新。
Open a question to see the answer. Launch information will continue to be updated.
不是。官网负责介绍和分发,真正的项目生产在桌面端完成。Godot、Agent、项目文件、后处理和最终验证都由本机流程负责。
No. The website handles product presentation and distribution. Actual production runs in the desktop app, with Godot, Agent work, project files, post-processing and final verification handled locally.
不会。桌面端负责本地项目文件、Godot、Agent、媒体后处理、检查点与最终验证;服务器处理账户、受控 Provider 操作、计费和远端结果保留。
No. The desktop owns local project files, Godot, Agent work, media post-processing, checkpoints and final verification; servers handle accounts, controlled Provider operations, billing and remote result retention.
当前产品围绕 Godot 构建,生产流程覆盖 2D / 3D 项目的策划、媒体、Build 与验证。具体成品能力取决于项目需求与当前工具链。
The current product is built around Godot, with planning, media, Build and verification flows for 2D / 3D projects. Final capabilities depend on project requirements and the current toolchain.
当前确认按实际 Provider 使用量进行结算。正式充值档位和公开价格会在支付宝电脑网站支付上线时公布。
Usage-based Provider settlement is defined. Public top-up amounts and final pricing will be published when Alipay web payments go live.
用户对其依法拥有或获授权使用的需求描述、项目文件和提交内容保留相应权利。正式服务的具体权利边界以届时生效的用户协议为准。
Users retain the rights they lawfully hold in their requests, project files and submitted content. The production Terms of Service will define the final service-specific rights boundary.
浏览工作流和当前产品,探索从创意到可运行游戏的完整过程。
Explore the workflow and current product, from an idea to a playable game.