cb2c1e7840132e9587a71ccc4a8751aaf69a3a8b
A shot is 60, a fresh character has 1000, the Warden has 36000. Enemy health, boss health and every emitter's damage were scaled with them, so every ratio is unchanged and time to kill is exactly what it was -- tests/unit/test_content now pins shots-to-kill per enemy and hits-to-kill a player so a careless edit to either side shows up as a number a designer recognises. The reason is rounding rather than balance. Damage is an integer, and at a base of 6 the +5% every upgrade carries computed to 6.3 and rounded straight back to 6: a player took their first upgrade, was told it made them stronger, and nothing happened. diag_upgrades used to print "damage matches the formula (6 -> 6)"; it now prints (60 -> 63). The boss's per-phase armour multiplier had the same problem, turning 1.15 into an effective 1.17. The practice dummy stopped relying on a huge health pool at the same time. Its old 100000 was already past the u16 the snapshot sends enemy health in, and once a shot did 60 a patient player could have destroyed the hub's only practice target for everyone until the next restart. EnemyDef.indestructible says what was actually meant, and a test asserts nothing else uses it. check.sh clean, 364 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
1.1%
Python
0.3%