e1f9fa809680ae782684f6d3d4aa26d768b1edfd
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A failed connection left the connect buttons disabled forever. _show_menu() returned early when a menu already existed, so the set_busy(false) that re-enables them never ran on the way back from _abort_connect -- the player was locked out of both joining and hosting with no way out but a restart. Also guards against a second attempt stacking on an in-flight one. Contact damage is gone as a concept: nothing in this game hurts you by touching it, because every threat should be a bullet you can see and dodge. The Stalker walked at you and dealt contact damage and nothing else, so it now carries a point-blank shotgun instead -- five pellets, 62 degrees, 18-tick lifetime for about 78px of reach, so it still has to close and leaves nothing lingering. tests/unit/test_content.gd asserts every hostile enemy has an emitter, so a new enemy cannot quietly reintroduce the mechanic. The menu's "Disconnect" DOES get the anti-cheese protection -- verified, not assumed. It calls Net.shutdown(), the socket closes, and the server takes the same linkdead path as a SIGKILL, because the channel is keyed on the socket closing rather than on how it closed. Made permanent: a --leave-after bot flag and two smoke assertions covering the polite exit alongside the hard kill, so a future "clean leave" message that skipped the channel would fail a test. The menu now says so out loud in a dungeon -- the mechanic only reads as fair if the cost is known before clicking. 103 tests, 12 smoke assertions; check.sh, test.sh and smoke.sh all 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
- 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
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