
Peek & Pilfer
Castle Raider: a cozy little heist
You're a small hooded thief in a big diorama castle. The catch is that you only ever see one side of the castle at a time. Guards patrol around corners, archers take aim from towers you can't see, and treasure hides behind walls.
Rotate the castle to peek at the hidden sides, sneak inside, and watch the walls and ceilings melt away so you can see into every room.
Features
- 5 castles to raid: from a sleepy outpost to a five-floor citadel above the clouds
- Inside and outside: multi-floor keeps, and later on you fight your way up outside balcony staircases to reach the roof
- 6 enemy types: Guard, Archer, Hound, Bomber, Brute and the dreaded Shield Knight
- Walls fade as you enter, and upper floors vanish while you're below them
- Golden arrows on the floor point the way. Easy paints the whole trail, Normal gives one nudge per turn
- Enemies sometimes drop healing potions 🧪
- An escape run with alarm bells, a drawbridge, and leaps into hay piles and cloud cushions

Controls
Phone / touch
- Left pad: move (follows the camera angle)
- Red button: attack (auto-aims at the nearest enemy)
- ⟲ / ⟳: rotate the castle 90°
- ⏸: pause, settings and difficulty
Keyboard
- WASD / arrow keys: move
- Space / J: attack
- Q / E: rotate
- Esc / P: pause
Audio starts after your first tap. Best played in portrait, and the fullscreen button helps on phones.
Raider tips
- A red ! at the edge of the screen means an alerted enemy you can't see. Rotate!
- The Shield Knight blocks everything from the front. Bait his lunge, then get behind him.
- A red circle on the ground means a bomb is coming. Keep moving.
Credits
- PratJam: design, direction, testing
- Font: Lilita One by Juan Montoreano (SIL Open Font License, Google Fonts)
- Made with Godot 4.7
AI tools used
- Code: all game code (GDScript) was written with Claude Code (Anthropic's Claude), directed and play-tested by the team.
- 3D: no model files. Every character, castle and prop is built procedurally in code from simple shapes, written with Claude Code, and so is the wall-fade dither shader.
- Art / UI: the HUD, menus and touch controls are drawn in code. The cover, banner, screenshots and bestiary GIF are rendered from the game itself by scripts written with Claude Code. The background pattern is generated by a Python script, written with Claude Code.
- Audio: all sound effects and the lute music loop are synthesized by a Python/numpy script written with Claude Code. No samples or AI audio models were used.
- Other: this page text was drafted with Claude Code.






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