



Long Way Around is my second Godot RPG — smaller scope than Heart and Soil, more narrative weight than TIRADOR. It runs at 384×216 internal resolution on 16×16 tiles, built in Godot 4.6 with a strict asset pipeline documented in ASSETS.md so every itch.io pack has a license trail.
The story arc shipped through June 2026: Act 1’s first-lie beat and toy quest, Act 2’s Juno branches and letter choice, Act 3’s Vael content, then Act 4 with a title screen and three endings. Along the way I wired an interiors pipeline (LimeZu packs), Hollow Step zone traversal, distinct NPC idle animations, y-sort for walkers, battle cutscenes, and a 74-check smoke test suite that gates exports.
Audio got the same discipline — JDWasabi SFX imported with license records, an Sfx autoload on a dedicated bus, and a ship script that fails the build if regression tests or export presets drift.
The game is playable start-to-finish. The remaining work is polish passes and an itch.io launch, not fundamental systems. I am treating it as proof that I can close a narrative RPG solo, not just prototype combat loops.
