To keep development realistic and shippable, split work into three milestones:
-
M1 - Playable Core (1-2 weeks)
- One player ship, one weapon (Blaster), and 2 enemy types
- Survive loop with spawning, collisions, HP, death, and restart
- Basic XP gain and 3 level-up choices
-
M2 - Retention Layer (1-2 weeks)
- Add 2 more weapons from the current list
- Add one mini-boss and one simple meta currency upgrade
- Add settings (audio, controls) and save/load for upgrades
-
M3 - Polish + Validation (1 week)
- Visual/audio feedback pass (hit flash, simple particles, SFX)
- Balance pass (enemy HP/speed curves, weapon tuning)
- Small playtest and bug-fix sprint
Move these ideas to a post-launch backlog so they don't block release:
- Story mode, weekly events, community events
- Companion/drone system
- Dynamic environment hazards (solar flares, gravity wells)
- Deep achievement + leaderboard ecosystem
- Multiple ship classes with unique skill trees
- New player can start a run in under 20 seconds
- Stable 10-minute run with no game-breaking bugs
- At least 1 meaningful build decision every 2-3 levels
- Clear death summary screen with XP/Gold earned
- Consistent performance on target hardware (define FPS target)
- Movement: Arrow keys (following cursor)
- Scrolling: Left to right
- Basic auto-firing system with cooldown (forward direction)
- Session duration: 15 minutes
- Resource types:
- Session points (XP)
- Global upgrade points (Gold)
- Enemies approach from different directions
- Straight paths
- Diagonal paths
- Wave patterns
- Rear attacks (with warning system)
- Boss encounters:
- Mini-boss every 5 minutes
- Final boss (conditional appearance)
- In-session upgrades through level-ups
- Multiple effect choices per level
- Effect combinations for enhanced DPS
- Ultimate combinations unlock super weapons
-
Blaster
- Straight shots
- Upgrades: Speed, Damage, Penetration
-
Bracket Shot
- Short-range expanding shot
-
Rocket Launcher
- Upgrades: Speed, Blast radius
-
Triple Shot
- Three-way firing pattern
- Pulsating shield
- Upgradeable duration and area
- Orbital station
- Moving damage zone around the ship
- Maximum HP increase
- Health regeneration
- Functional player ship
- Enemy systems
- Hit detection
- Timer system
- XP counter (drops from kills)
- Gold counter (time-based acquisition)
- Death registration
- Start Game
- Settings
- Upgrade Shop
- Exit
- Neon-colored environments
- Tech-enhanced enemies
- Futuristic city backdrops
- Holographic UI elements
- Light-class ships (high speed, low HP)
- Medium-class ships (balanced stats)
- Heavy-class ships (high HP, low speed)
- Each class with unique special abilities
- Space debris fields
- Solar flares affecting gameplay
- Asteroid fields requiring navigation
- Weather anomalies (space storms, etc.)
- Multiplier for consecutive kills
- Time-based combo maintenance
- Special rewards for high combos
- Unique visual effects for combo stages
- Destructible obstacles
- Shield recharge stations
- Gravity wells affecting movement
- Teleport gates for tactical positioning
- Escort missions
- Resource collection
- Territory control
- Survivor rescue
- Deployable combat drones
- Different drone specializations:
- Attack drones
- Shield drones
- Healing drones
- Resource collector drones
- Attack specialist
- Defense specialist
- Support specialist
- Speed specialist
- Ship part modifications
- Weapon modifications
- Core stat improvements
- Special ability enhancements
- Unique mission parameters
- Special rewards
- Leaderboard competition
- Rotating challenge types
- Combat achievements
- Collection achievements
- Skill-based achievements
- Special ship skins as rewards
- Screen shake on impacts
- Hit freeze frames
- Dynamic camera zoom
- Flash effects
- Weapon trails
- Engine effects
- Explosion particles
- Shield impacts
- Dynamic music system
- Intensity based on combat
- Boss fight themes
- Ambient exploration
- Sound effect variety
- Positional audio
- Power-up animations
- Level-up effects
- Achievement pop-ups
- Kill streak indicators
- Story mode
- Endless survival
- Time attack
- Wave defense
- Weekly challenges
- Limited-time events
- Special boss encounters
- Community events
- Sequential boss fights
- Minimal breaks between fights
- Special rewards
- Leaderboard system
- Interactive tutorials
- Training room
- Weapon testing area
- Strategy guides
- Detailed combat stats
- Achievement progress
- Personal best records
- Comparison charts
- Mission grade system
- Combat efficiency rating
- Accuracy tracking
- Speed run times
| Enemy Type | Description | Attack Patterns | Movement |
|---|---|---|---|
| Scout Drone | Small, agile drone. Weak but numerous. | Single-shot laser. | Erratic, quick movements. |
| Interceptor | Fast, maneuverable ship. Moderate threat. | Twin blasters, short bursts. | Weaving patterns, quick turns. |
| Bomber | Slow, heavily armored ship. Drops explosive charges. | Large area-of-effect bombs. | Straightforward, predictable movement. |
| Turret | Stationary defense platform. Heavy firepower. | Rapid laser fire, limited firing arc. | None, but can rotate to track the player. |
| Mines | Stationary explosives. Detonate on proximity. | High damage explosion in a small radius. | None, but can be deployed in patterns. |
| Enemy Type | Description | Special Abilities |
|---|---|---|
| Bruiser | Heavily armored ship with powerful shields. | Ramming attack, shockwave blast. |
| Specter | Fast, cloaking ship. Difficult to hit. | Short-range teleport, homing missiles. |
| Overseer | Support ship that buffs other enemies. | Deploys shield drones, increases fire rate. |
| Enemy Type | Description | Attack Patterns & Phases |
|---|---|---|
| Dreadnought | Massive capital ship with overwhelming firepower. | Multiple weapon systems, shield regeneration, summons smaller ships. |
| Leviathan | Gigantic serpentine creature native to the asteroid field. | Charges through the battlefield, spits projectiles, creates shockwaves by slamming into the arena walls. |
| Void Ripper | Interdimensional entity capable of manipulating space-time. | Teleportation, energy projectiles, creates black holes that pull the player in. |
If you want PR-style review before code leaves your machine, this repo now includes a local reviewer script and an optional pre-push git hook.
./scripts/install_hooks.shThis sets core.hooksPath to .githooks, so every git push runs the local reviewer automatically.
./scripts/local_pr_review.shBy default it compares your current branch against origin/main and checks:
- merge conflict markers in the diff
- patch sanity (
git diff --check) - obvious leftover debug logs in changed
.csfiles (Debug.Log,Console.WriteLine) - optional AI review (OpenRouter or Ollama, warning-only if unavailable)
You can pass a different base ref:
./scripts/local_pr_review.sh origin/developThe script supports two providers:
- OpenRouter (recommended when you have an API key)
- Ollama (fully local)
By default (AI_REVIEW_PROVIDER=auto), it uses OpenRouter if OPENROUTER_API_KEY is set; otherwise it falls back to Ollama.
export OPENROUTER_API_KEY=<your_key>
export OPENROUTER_MODEL=openai/gpt-4o-mini
./scripts/local_pr_review.shOptional metadata headers:
export OPENROUTER_SITE_URL=https://github.com/your-org/your-repo
export OPENROUTER_SITE_NAME=survive-shmap-local-reviewollama pull llama3.1:8b
AI_REVIEW_PROVIDER=ollama OLLAMA_REVIEW_MODEL=llama3.1:8b ./scripts/local_pr_review.shIf the selected provider is not available (missing key/tools/model), the script still passes core checks and reports a warning.