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Documentation pass before context compaction
The roadmap was actively misleading: an earlier stage renumbering left Stage 2's
completed work sitting under a "Stage 3 -- todo" heading, and the inventory
table orphaned with no heading at all. Since that file is the primary handoff
document, a fresh session would have started by re-implementing accounts and
characters. Rewritten.

Captured in full, from the original brief rather than from memory, the two
stages not yet built:

- Stage 3 (inventory and loot): 4 slots, potions rare from trash and guaranteed
  from bosses, world-shared loot, and the player-instanced food item -- with a
  note that two loot visibilities must exist from the start, because proving the
  instanced path works is the food item's entire purpose.
- Stage 4 (upgrades): every upgrade with its exact stated effect, plus the two
  constraints it will collide with -- sniper's 2x bullet speed against the
  tunnelling threshold, and per-player bullet travel against the interest radius
  that test_interest.gd currently derives from static content.

Ten open questions are listed as explicitly do-not-guess, seven of them blocking
Stage 4.

ARCHITECTURE.md still claimed "the arena is a rectangle" and "no tilemap
collision", both untrue since Stage 1. Rewritten around MapGrid, with what the
grid costs (axis-aligned, 32px-quantised, bullets under a tile per tick) rather
than only what it buys.

Added a "verification traps" section to WORKFLOW.md recording six mistakes made
during this work, each of which cost a round trip of reporting something fixed
that was not: verifying the artefact rather than the behaviour, dumping the
wrong channel, measuring a configuration where the bug cannot exist, a test
whose setup silently invalidated it, git checkout reverting real work alongside
a probe, and a pattern edit matching in two files. They are specific enough to
be actionable.

Also documented the diagnostics in CLAUDE.md -- they were undiscoverable -- and
recorded the current verification surface so "everything passes" has a stated
meaning.

206 tests, 15 smoke assertions, both diagnostics pass.
2026-09-04 20:34:45 +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

S
Description
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Readme 2.4 MiB
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Shell 1.1%
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