4a98cf4b0e6ab2a184c00d08fb2d425ecbb9db88
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A dungeon now names the boss arena it ends in, and the arena decides the boss. Three entrances in the hub: Warden's Descent, The Choir Vault, Proving Grounds. That replaces the seed coin-flip from the last commit, which was the wrong call. Which boss you are about to fight is the single thing a player decides before walking into a dungeon, and rolling it for them makes that decision unavailable. Only the Proving Grounds still leaves its arena open, because a harness you re-enter every couple of minutes wants whichever fight comes up first -- and it is the one place where "either will do" is true. test_every_boss_has_a_dungeon_that_reaches_it is the check that matters here: adding a boss and forgetting to give it a way in is now a failing test rather than a boss nobody meets. The smoke test asserts all three portals open over a real socket -- bots pick theirs by account id, so a run exercises each. Bullets no longer animate. The sheet's eight frames are a COLOUR cycle rather than a shape change, so running it had every bullet on screen strobing through a palette in unison, which with a few hundred in the air is exactly as hard to look at as it sounds. Each bullet holds one frame and turns slowly instead, offset by its own id so a ring of twenty does not rotate as one rigid wheel. The rate is slow enough that nothing completes a full turn inside its own lifetime, so it reads as drift rather than spin, and a test pins that against the longest-lived bullet in the game. The renderer slices four textures at startup now instead of thirty-two. check.sh clean, 414 tests, SMOKE PASS (22 assertions), all four diagnostics green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Transcience
Top-down twin-stick bullet-hell with a dedicated, server-authoritative backend. Godot 4.7, GDScript, no external runtime dependencies.
Play
tools/server.sh # dedicated server on :27015
tools/client.sh --join --name ada # connect a client
Or run one client and press Host and play for a listen server.
Controls — WASD move, mouse aim, LMB fire, E on the ring in the hub to enter a dungeon, hold F for three seconds to escape back to the hub.
Develop
tools/check.sh # parse-check every script ~5s
tools/test.sh # GUT suite, headless ~2s
tools/smoke.sh # server + 2 bot clients, ENet ~35s
godot --headless --path . --script tools/bench.gd
Read CLAUDE.md first — it is short, and the Godot CLI gotchas in it will otherwise cost an afternoon.
What is here
| Twin-stick bullet hell | Server-simulated bullet field, ~350 concurrent bullets at 0.24 ms/tick. |
| Authoritative multiplayer | Clients send input only. Hits, damage, death and instance transfers are server decisions. Prediction + reconciliation for the local player. |
| Enemies | Four readable behaviours (static, drift, orbit, approach, strafe) composed with bullet emitters. |
| Boss | The Warden of the Fold: stationary, four phases, each adding one idea. Defined entirely as data. |
| Lobby hub | Shared persistent instance with a portal into dungeon runs. |
| Emergency escape | Three-second channel back to the hub, cancelled by damage. |
Docs
- docs/ROADMAP.md — what is built, what is next, where each feature lives
- docs/DECISIONS.md — settled design decisions and their reasoning
- CREDITS.md — third-party asset attribution
- CLAUDE.md — commands, invariants, Godot CLI gotchas
- docs/WORKFLOW.md — agent-assisted Godot development, and why the setup looks like this
- docs/ARCHITECTURE.md — code map and the node-free simulation
- docs/NETCODE.md — replication model, hit validation, known gaps
- docs/ROADMAP.md — what is built and what is next
Description
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