Building a game means a hundred small technical decisions that have nothing to do with the game you imagined. Most people who start one never get past that part, and it is never the creative part that stops them.
Describe the game the way you would describe it to a friend: what you control, what happens, how it feels.
Whole systems, not snippets: the inventory and the screen that shows it, the conversations and the choices, the fight and its turn order, the saving that keeps all of it. Written into your project and wired together.
It runs the game and hands back a picture, so you can see it before opening anything. Say what feels wrong and it goes back in and changes that. You stay on the creative side the whole way.
Ask for an inventory, a conversation, a fight or a save system and it writes them into your project, already wired to each other.
Runs the game and hands back a picture of it, so nobody has to guess whether it worked.
Plays it through a script you set and tells you which step failed.
Catches the old-version habits that look right and the engine rejects.
Builds the project from nothing, and prepares the export when the game is ready to show.
It builds in Godot, so that is the engine you end up in.
It builds the game, not the art. Characters, sprites and sound come from somewhere else, and Game Assets is the tool for that.
Godot Vibe
You do the creative direction. Your AI builds the game inside Godot, then runs it and shows you.