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House Rules - High Roller Edition

House Rules

A complete, offline casino adventure built as an experiment in AI-assisted game development.

Explore four rooms, play nine original casino cabinets, grow one shared bankroll, and work your way toward owning the house. No accounts, purchases, telemetry, or real-money wagering.

Godot checks workflow status Type: Mini Game Built with AI and LLM tools Engine: Godot 4 Release: v1.0.0 License: MIT 573 tests passing 124,982 assertions Nine playable cabinets Live House Rules development case study

Case study - Play - Games - Controls - Testing - AI workflow - Documentation

House Rules main menu with three painted chevron choices over an Art Deco casino hall

What is House Rules?

House Rules is a single-player, controller-friendly casino game made with Godot. Instead of selecting games from a plain list, you walk through a connected casino, approach a cabinet, and sit down to play. Every cabinet has its own theme, host, rules, presentation, and mathematically tested return model.

The project was created to answer a practical question:

How far can a small project go when human direction is paired with AI for design, programming, visual development, testing, documentation, and iteration?

The result is not a prompt demo or a collection of mockups. It is a playable game with deterministic domain logic, persistent progression, accessibility support, automated visual captures, and a full regression suite.

Explore the complete idea-to-release process in the interactive House Rules development case study.

Nine playable cabinets

Cabinet Room Game
Elven Court Main Floor Three-reel slot with weighted strips and one payline
Blackjack 21 Main Floor Six-deck blackjack, 3:2 naturals, dealer stands on 17
Hexbound Vault Main Floor Pick safe vault tiles and cash out before finding a mine
Velvet Baccarat High Roller Salon Eight-deck punto banco with exact commission rules
Match Point High Roller Salon Tennis-themed Plinko with three risk tables
Corsair's Reach High Roller Salon Crash game: haul in the multiplier before the run ends
Ruby Roulette VIP Penthouse Single-zero roulette with inside and outside bets
Texas Hold'em VIP Penthouse Fixed-limit poker against five distinct NPC styles
Harlequin Masquerade VIP Penthouse Cluster pays, tumbles, and an escalating multiplier bar

All games use play-money chips. Eight probability-driven cabinets are checked by million-round simulations; Hold'em uses a deterministic baseline strategy because its return depends on player decisions.

Gallery

Corsair's Reach during a live multiplier climb

Blackjack 21 with a live hand, dealer, cards, wager, and keyboard-focused action

Harlequin Masquerade during a cluster shatter

Texas Hold'em at showdown in the VIP Penthouse

Play

Requirements

  • Windows, Linux, or macOS supported by Godot 4.7.2
  • Godot 4.7.2 stable standard build; .NET is not required

Run from the editor

  1. Clone the repository.
  2. Open project.godot in Godot 4.7.2.
  3. Press F5.

From PowerShell, when Godot is installed at C:\Godot:

& 'C:\Godot\Godot_v4.7.2-stable_win64.exe' --path .

The game is fully offline. Saves are stored locally in Godot's user:// folder.

Controls

Action Keyboard Controller
Move / navigate WASD or arrow keys Left stick or D-pad
Interact / confirm Enter South face button
Back / leave Esc East face button
Help F1 Menu / Start
Reduced Motion X on the main menu West face button
Debug collision view F2 Debug builds only
Developer menu F10 Debug builds only

Every game can be completed with keyboard or controller. Focus is always visible, all interactive targets meet the project's minimum size, and help cards display the current device's controls without truncating operational instructions.

Walking the casino

The casino is composed from separate background, foreground, collision, and depth layers. Furniture collision follows visible shapes rather than broad rectangles, and foreground pieces correctly pass in front of or behind the player according to the character's foot position.

Main Floor debug view showing collision polygons, interaction areas, and depth baselines

Four destinations are currently playable:

  • Main Floor
  • High Roller Salon
  • VIP Penthouse
  • Manager's Office

Tested gameplay

The game separates presentation from settlement logic. Code in src/domain/ calculates outcomes without depending on scenes, animation, audio, or the wallet. A cabinet emits one RoundResult; CabinetSession is the only layer allowed to apply that result to the player's balance.

The current release gate contains:

  • 573 tests across 53 scripts
  • 124,982 assertions
  • deterministic replay and wallet-transaction checks
  • keyboard, controller, pointer, focus, and accessibility journeys
  • FHD, QHD, and UHD layout validation
  • reduced-motion handoff tests
  • one million simulated rounds for each probability-driven cabinet
  • a deterministic 100,000-hand Hold'em baseline

Run the same checks locally:

python tools/check_localization.py
gdformat --check src tests
gdlint src tests
& 'C:\Godot\Godot_v4.7.2-stable_win64_console.exe' --headless --path . --import
& 'C:\Godot\Godot_v4.7.2-stable_win64_console.exe' --headless --path . -s addons/gut/gut_cmdln.gd -- -gexit

The RTP harness writes fresh timing values to tests/results/rtp.json; timing-only changes are not gameplay changes. CI runs localization, formatting, linting, Godot resource import, the full GUT suite, and the statistical simulations.

Accessibility and privacy

  • Complete keyboard and controller navigation
  • Visible, component-contained focus indicators
  • Reduced Motion available from the main menu
  • Device-aware input prompts
  • Local JSON saves only
  • No sign-in, analytics, advertising, telemetry, or outbound runtime network calls
  • No real-money wagering or purchases

Built with AI

House Rules is intentionally an AI-assisted project. Human direction set the product goals, taste, constraints, acceptance criteria, and final decisions. AI tools helped with concept exploration, code implementation, art generation, iteration, testing, and documentation.

Generated art was not accepted blindly. Assets were selected, cut out, aligned, cleaned, integrated, captured in-engine, and checked against gameplay-safe regions. The provenance and processing notes are recorded in docs/art/GENERATION-REPORT.md, including rejected takes where relevant.

This repository is shared as a case study in what a disciplined human-and-AI workflow can produce—not as evidence that one prompt created a finished game.

Project structure

assets/              Production art, fonts, and retained source material
data/                Cabinet definitions and paytables
docs/                Product, design, cabinet, display, and art documentation
src/domain/          Engine-independent game mathematics and result models
src/cabinets/        Playable cabinet state and session integration
src/floor/           Rooms, movement, collision, and world interaction
src/ui/              Menus, cabinet presentation, accessibility, and effects
tests/               GUT regression, simulation, and presentation tests
tools/               Capture, validation, and reproducible art-processing tools

Documentation

Repository note

The repository includes high-resolution production art, retained source material, and visual QA evidence, so cloning it is a substantial download. Generated caches, exports, temporary captures, and retired one-off screenshot batches are excluded.

Project-authored source code, documentation, and original assets are available under the MIT License, to the extent the project owns rights in them. Third-party components and fonts retain their upstream terms; see THIRD_PARTY_NOTICES.md.

Topics: godot, godot-game, mini-game, casino-game, keyboard-accessible, controller-support, game-development, and ai-assisted-development.


Created by Itamar Dahan with AI-assisted design and development.

Play money only. No real-money wagering or purchases.

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An offline Godot casino adventure and AI-assisted game-development experiment.

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