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Personal project / A game to learn on

Entry types: play, explore. Main type: play.

Mimosa Manor

Mimosa Manor is the setting for Benny’s Quest, a comedic adventure we’re developing about an overwhelmed architect and a literal Mountain of Responsibilities. Benny began the project in 2025; I joined in July 2026 with a vision for the complete storyline.

GameMaker title screen for Mimosa Manor, with a moonlit white house, the game logo and the New Game menu.
Pixel-art manor with red brick walls, a garage, evergreen trees and birds on the lawn.
A long pink hand cursor among three blue cartons in the GameMaker fridge mini-game.
The GameMaker menu, August 2026. In the hexagons: the manor in Godot and the GameMaker fridge mini-game.
When
August 2025 – ongoing
My part
Story vision and AI-assisted game-making, since July 2026
With
  • Benny
Context
Personal project

01 / August 2025

Benny starts Mimosa Manor

Benny started Mimosa Manor as his own way of learning how to make a game. It was also an excuse to make music.

Title artwork in the GameMaker version, captured in August 2026.

02 / July 2026

I join with a storyline in mind

I joined because I had a vision for the complete storyline. It was also a chance to learn how to make games using AI tools.

A look into the super-basement in the GameMaker version, July 2026.

03 / July 2026

Making games out of household tasks

Cleaning the litter box and opening a pet gate became little games of their own. I worked on their interactions and on connecting chores to the game’s task list.

The litter mini-game in the later Godot development build.

04 / July–August 2026

Building Mimosa Studio

I started building tools for writing dialogue, creating characters and objects, and arranging scenes. Mimosa Studio brought those workflows together, with a shared vocabulary to make instructions to the AI more precise.

Content Creator in the preserved GameMaker-era Mimosa Studio.

05 / August 2026

Companions and a home to arrange

The game gained equipment slots, reusable companion behaviour, storage and furniture placement. These shared systems gave new characters and objects a foundation to build on.

Equipment and inventory in the GameMaker version, August 2026.

06 / August 2026

Giving the story an editable structure

With Scenario Scenarist, the bedroom opening became an editable sequence of character actions, camera cues and dialogue. A view of the overall game flow followed, showing how scenes connect and where the continuation still needed to be made.

The bedroom opening in the GameMaker version, August 2026.

07 / October 2026

Moving the game and tools to Godot

After trying a Godot prototype, I chose to move the game and its authoring tools over together. We preserved the GameMaker version as a reference while the port continues.

The manor during the Godot migration. Development preview; debug panels cropped out.

Credits

People & contributions

  • Bennystarted Mimosa Manor in August 2025, with making music at the heart of the project.
  • Meyjoined in July 2026 with a vision for the complete storyline, learning game-making with AI tools.
  • ScreenshotsMimosa Manor in GameMaker and Godot, plus the preserved Mimosa Studio authoring tools.

As it happens

Project journal.

Notes, progress, and little things along the way.

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A quiet page for now. Updates to this project will appear here.

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Have a thought, a memory, or something to add?
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Sent privately to Mey for review.

  1. Mey

    This is a quiet spot for shared memories & thoughts. Approved notes will appear here.