TINY PALADIN: Kurt Daill, Myrrh Flaherty, Jessie O'Brien, Waltson Tanaka

Tiny Paladin: Co-Exhibition Proposal

Hi. We are TINY PALADIN.

We're a three person game studio working in Chicago. I'd say we were building games in our garage if any of us had one.

Right now we're making The Chain of Time, a time-hoping roleplaying game about uncovering your hometown's secrets to save it from inevitable doom. You can read about the project here.

We're aware your job is to exhibit and promote the Godot Engine. What makes it special, what it can do for teams, and what kind of viable comerical products can come out of it.

Here's how we think we can help you get that done:


Chain of Time is written in C#

The team's programmer (Kurt Daill) can talk about scripting in C#, the current high quality of official documentation of the language's conventions to work with Godot, and get into the weeds of squirrely questions (getting C#'s async package to work with signals, for example)

We're perfectly willing to crack open the game's code and talk technical details. We can say confidentally that someone can come over from working in Dot Net or Unity and keep using the same language without much of a learning curve outside of picking up Godot's specifics.

Godot for Indie Devs

We're a small team. We've only been a full team working on this game for six months.

Yet we've got a promising product. A lot of that is us being good at our jobs, but a lot of it is Godot's ability to act as a force-multiplier.

The UI nodes can be setup fast, the animation system lets you puppet node functionality fast, out-of-the-box features (i.e. Environments) let you change scenes fast

A lot of that leads to strengths in terms of rapid prototyping, but also just in how quickly you can get to the point where the game has its own look and feel in the details

Showcase Versatility of the Node Model

The Chain of Time is a great showcase for the strengths of the node system, and a doubly good example as its an actual game people want to play, not a tech demo.

We're using nodes to easily swap between sets of game rules and behaviours in the same environment, to built our combat system architechture to accept bosses/encounters that get to break the rules, to do really fancy jobs like setting user-interfaces inside of the game world.

A lot of that is in-the-weeds systems engineering which is easier to show off than write up, so we've got a demo recorded here for you to check out.

Point being that all of our most polished work is using and abusing the node hierarhcy and its tolerance for weird implementations and bodges to get features online


In brief, we use your engine's features: we use them a lot. We can talk about how you couldn't build this game anywhere else, at least not without massive amounts of extra technical labor

Also, to but it bluntly, we're a small team for whom this chance to exhibit our work would become our top priority. We understand that everyone you sign to a booth is another risk of something going wrong during the show, and we want to make it clear that we understand the seriousnes of looking professional and making this successful for both of our companies.

We'll see you at GDC. Hopefully we'll be working together.


Tiny Paladin
Kurt Dail, Myrrh Flaherty, Jessie O'Brien