801f328093bf4fa9b75dc3b39caf8bbf82ea2169
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The ship looked like it played both animations at once because it effectively did. is_moving() read the tail of `pending`, which _reconcile drains on every snapshot -- so it returned false about 20 times a second and the sprite alternated between the run and idle strips. Now reads the last sampled input, which survives the queue being emptied. Bullets were still wrong for a reason my earlier ASCII check could not see: I had dumped alpha only, and this pack animates as a colour shimmer over a fixed silhouette, so identical-looking frames told me nothing. The actual defect was that several sprites overflow their 16px cell and bleed into the neighbour below -- the first "heavy" I picked dragged in a solid slice of the sprite above it. Cells are re-picked to ones with empty borders in every frame, and build_local_assets.py now asserts that rather than trusting the choice, so a future pick that bleeds fails at build time instead of looking like a rendering bug. Added a hitbox overlay on F1 (src/view/debug_draw.gd). It draws what the simulation actually collides against over what is drawn: player hitbox against sprite radius, the muzzle point, enemy and boss radii, aggro rings, every live bullet's radius, and terrain outlined by which of the three flags each tile sets -- so a pit that stops feet but not bullets looks different from a wall. It deliberately ignores fog, since hiding half the evidence would defeat the point, and it reads every number from SimConfig/MapGrid/Content rather than keeping its own copies, or it would just confirm its own mistakes. Nearly every "that looked wrong" report in this project has been art and simulation disagreeing, and each took a round trip to diagnose. This makes that class of bug visible directly. 163 tests. check.sh, test.sh and smoke.sh pass.
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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