Problem Statement
Scaling a narrative and mechanical simulation in Godot can lead to tightly coupled node trees, brittle GDScript singletons, and presentation logic leaking into game rules.
A 2D hotel management and social deduction game built in Godot 4 using 100% C# (.NET). Players manage a post-collapse refuge, screening daily visitors to identify and filter out deadly "Replicas" disguised as humans.
Scaling a narrative and mechanical simulation in Godot can lead to tightly coupled node trees, brittle GDScript singletons, and presentation logic leaking into game rules.
Adopted an uncompromising 100% C# architecture: zero GDScript, strict domain interfaces (`IMinigame`), typed DTOs for state transfer, C# `Action` events instead of global state mutation, and data-driven trait registries loaded from JSON.
Built the core game loop, visitor screening mechanics, trait analysis tools, procedural character generator, save/load state serialization, and the complete 21-minigame modular casino with challenge unlocks.