claudeandClaude Opus 5.5 83c3b920fb Varied-width tunnels, and stop carving slits in the boss arenas
Every corridor was one tile wide, which in a bullet hell is a shooting
gallery: there is no side to step to, so anything fired down it lands.
Each leg of each L now rolls its own width between 2 and 4, so a tunnel
can open up or pinch at its bend rather than every connection being the
same pipe. Carving stops one tile short of the map's outer ring, which
keeps the world sealed however close to the edge a wide tunnel runs.

Found while doing it: 45% of generated arenas had their own walls carved
open. The last corridor aimed at the door tile, which sits ON the
arena's west wall, and an L that bent the other way ran its second leg
straight down that column -- 181 of 398 arenas, measured. It now aims at
the tile outside the door and always arrives along the door's own row,
and the arena is excluded from every carve, so a wide tunnel stops at
the wall instead of eating into it.

Three tests: no corridor tile sits in a passage one tile wide, every
width in the range turns up and none falls below two, and every arena
keeps every wall tile it was drawn with. The overshoot at a bend is
cosmetic -- the legs always overlap on the inner side, so removing it
bevels the outer corner and narrows nothing -- and the comment now says
so rather than claiming otherwise.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 09:51:19 +02:00
2026-09-03 16:03:57 +02:00
2026-09-03 16:03:57 +02:00
2026-09-03 16:03:57 +02:00
2026-09-07 16:20:10 +02:00
2026-09-03 16:03:57 +02:00
2026-09-07 16:20:10 +02:00

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 to pick up loot and to use the hub's portals and quartermaster, 1–4 use an inventory slot, shift+1–4 drop one, hold F for one second to escape a dungeon, Esc menu, F1 hitbox overlay. Every one of those is rebindable in Settings.

What is here

Twin-stick bullet hell Server-simulated bullet field, ~300 concurrent bullets at 0.28 ms/tick — around 60x headroom against the 60 Hz budget.
Authoritative multiplayer Clients send input and nothing else. Hits, damage, death, loot, upgrades and instance transfers are all server decisions. Prediction and reconciliation for the local player.
Enemies Five readable movements (static, drift, orbit, approach, strafe) composed with bullet emitters. Nothing deals contact damage; every threat is a bullet you can see.
Two bosses The Warden of the Fold stands still through four phases. The Cantor of the Vault walks a circuit, chases, orbits, and marks the floor before it strikes. Both are pure data.
Three dungeons Two real runs, one per boss, plus a Proving Grounds: the same content at a fraction of the health and ten times the drop rate, for testing by hand.
Characters Up to five living per account, permadeath, levels 1–15, experience shared across the party undivided.
Inventory and loot Four slots, always on screen. Loot is either world-shared or instanced per player, and the instanced kind is filtered on the wire rather than hidden in the client.
Upgrades Seven, drawn three at a time and spent at a hub NPC. Damage, fire rate, extra projectiles, splitting, poison, and a legendary that deletes enemy bullets.
Emergency escape A one-second channel back to the hub that damage does not interrupt — because if it did, quitting the process would be the better escape. Dropping your connection runs the same channel.
Settings Rebindable controls and volumes, and an in-game credits screen.

Develop

tools/check.sh    # parse-check every script          ~5s
tools/test.sh     # 468 GUT tests, headless           ~4s
tools/smoke.sh    # server + 4 bot clients over ENet  ~40s

Read CLAUDE.md first — it is short, and the Godot CLI gotchas in it will otherwise cost an afternoon.

Docs

Not ready for the internet

LocalAuthProvider lets any client claim any account id. It exists to have the same shape as Steamworks so swapping is one class, and it must be replaced before this is reachable from anywhere untrusted. There is no transport encryption either. See docs/ROADMAP.md.

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