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Symposium Studios / Game prototype

Forklift
Forever

Deliver impossible cargo through a warehouse that rebuilds itself around every success and mistake.

Desktop-evidenced90-second score attackGodot 4Portrait 720 × 1280
Forklift Forever’s accepted portrait warehouse capture with the orange forklift, cargo, matching bays, and route markings.
The accepted desktop portrait runtime: one forklift, one order, two route choices, and a warehouse that makes the next consequence visible.

The current vertical slice

Move the cargo. Read the floor.

01

Pick up the order

Take the active cargo and read its matching delivery bay before the 90-second shift closes.

02

Choose the route

Take the long safe route or make the shorter risky run through a warehouse built for that trade.

03

Live with the shift

A wrong bay, expiry, or major damage earns a strike and changes L1 to Ice on the next tick.

04

Recover or restart

Ice cuts brake and turn response by 25%, but the safe route remains. Three strikes or expiry ends the shift with a deterministic restart.

Runtime captures

The consequence stays in frame.

These are accepted desktop gameplay captures from the completed slice—not concept art, a trailer, or a public release claim.

Forklift Forever’s accepted portrait warehouse capture with the orange forklift, cargo, matching bays, and route markings.
Read the routeForklift Forever’s accepted portrait warehouse capture with the orange forklift, cargo, matching bays, and route markings.
Forklift Forever’s accepted Ice recovery capture, showing the changed L1 lane and a safe route still available.
Recover after a strikeForklift Forever’s accepted Ice recovery capture, showing the changed L1 lane and a safe route still available.
Forklift Forever’s accepted Shift Summary capture after the terminal condition, with the deterministic restart cue.
Reset the shiftForklift Forever’s accepted Shift Summary capture after the terminal condition, with the deterministic restart cue.
Forklift Forever Ice recovery capture showing the changed lane, active order, and safe route.
After a strike, L1 becomes Ice on the next fixed tick. The recovery route remains open.

A penalty you can steer through

The floor changes; the choice does not disappear.

Ice lowers brake and turn response by 25%. That change is designed to be readable in the route, controls, and order context—not as a hidden punishment. Mirrored controls, Reduce Motion, and disabled-haptics settings are part of the accepted desktop evidence.

Prototype status

Completed vertical-slice evidence, not a download.

The slice is a single-player Godot 4 desktop prototype with keyboard, controller, and touch-equivalent input paths. It is not an iOS build, store listing, hosted game, or public release.

The working title has not received legal clearance. No account, online service, monetization, multiplayer, player-feedback, or production-metric claim is made here.

Inspect the evidence trail