claude cb2c1e7840 Scale health and damage by ten so percentages have somewhere to land
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>
2026-09-06 16:16:38 +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
2026-09-03 16:03:57 +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 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

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Description
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