61680d00d78e6b1a22175cc6c4f2bb4db318c13b
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Buttons were the easy half. This is everything else. Dialogs sit on panels now rather than being text over a dimmed world -- the pause menu, character select, upgrades, settings and credits all root through UiTheme.dialog_panel(). The panel stylebox is the pack's frame MODULATED DARK. The set is cream throughout, which is right for buttons and wrong for a dialog over a dark dungeon; tinting keeps the pixel border and the corner shape and lets every label the game already draws in light colours stay readable, instead of recolouring every label in five screens to suit the art. Sliders and scrollbars are the pack's too, section headings sit on its banner ribbon, and an upgrade card's rarity is now its frame rather than a word on it -- three choices are compared at a glance and a colour reads faster than a label. Two bugs of the same shape, and neither was findable without looking at the screen. A Slider and a ScrollBar take their THICKNESS from the stylebox's minimum size, which for a StyleBoxTexture is its content margins. Mine were zero, so both resolved the correct stylebox, reported the correct texture, and drew a groove zero pixels tall. A probe confirmed the theme was resolving perfectly while the track was invisible. Tests now assert every slider and scrollbar stylebox has a non-zero minimum, and it is gotcha 7 in CLAUDE.md. The first attempt at the slider groove also used the pack's HOLLOW bar sprite, whose middle is transparent -- tinting it dark left an outline and nothing else. It uses the solid one. tools/screenshot.tscn gained the upgrade screen, which it has to stage: the game scene owns that screen's visibility and re-asserts it every frame, so setting `visible` lasted exactly one frame, and standing the player at the NPC client-side lasted until reconciliation pulled them back. It now moves the player on both sides and holds it until the shot. That tool has caught four bugs the automated gates all passed. check.sh clean, 468 tests, SMOKE PASS, 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
Languages
GDScript
98.6%
Shell
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Python
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