vertical shmup · godot 4 · side project · paused

A small shmup. For fun.

Raptor: Call of the Shadows meets Tyrian, with corporate-themed bosses and a between-mission shop. Enemy AI is data, bullet patterns are data — every wave should feel choreographed. Smaller game. Currently paused. Render-wiped. Queued.

side project · NOLTS and MechaTank ship first
level 01 · industrial · push up · dodge · fire
The shmup core
step 01
SCROLL enemy.brain · CHAPLAIN summoner 9 COMMANDS · 21 PROGRAMS · DISPATCH TABLE idx 0 MOV to (300, 80) · ease 1.4s idx 1 FIR pattern: BombLine · 4 shots idx 2 SPN spawn: drone × 3 · radial idx 3 WAIT 0.6s · stationary idx 4 PHS if hp < 50% → brain 14 idx 5 LOP rewind 4 · finite, n=3 // commands: MOV · FIR · SPN · WAIT · PHS · LOP · ROT · DIE · STK // every enemy is a tiny program. add a row, get a new behavior. dispatch: brain_table[cmd_id](enemy, args) data, not code DREADCO SUPPLY · between contracts credits 1,840 · dignity 0.62 · level 02 cleared · loadout? FRONT · SPREAD $ 720 5-shot fan · short range REAR · HOMING $ 1,200 heat-seeker · 8 missiles BOMB · +2 $ 280 screen clear · area dmg REPAIR · HULL $ 480 +1 life · max 5 ENERGY · CAP+ $ 640 +25 max · shield regen ↑ FARTLATHOTEP ??? secret · not for sale CHAPLAIN: "billing by the hour, you know." [Z] BUY · [X] PASS three-phase boss · brains chain via PHS hp 100% → 66% → 33% · brain swaps on threshold · idx + timer reset PHASE 1 · 100→66 COLONEL PROCUREMENT brain 13 "approved · with caveats" PHASE 2 · 66→33 VP OF DEMOLITIONS brain 16 "escalating · Q4 priority" PHASE 3 · 33→0 THE QUARTERLY REPORT brain 19 "kpis live · do not panic" // STATE paused · render-wiped · queued gameplay logic survives · av/hud/sprites stripped 2026-04-16 resumes after NOLTS ships and MechaTank pays no Steam page · no dates · for fun
player enemy your shots
256×240 native · 1600×900 windowed
scroll
Step 01 · The shmup core

You're a small ship. The world scrolls down.

Vertical scrolling shmup. Push up against the scroll, dodge bullets, fire back. Six waves per level, three levels per contract, boss at the end. The genre that taught a generation that moving sideways is survival.

Raptor: Call of the Shadows pace. Tyrian's shop economy. No bullet-hell density — this is the older, slower lineage. Pattern recognition and muscle memory.

// 256×240 native · 6 wave types · 9 enemy archetypes · 12 bullet patterns
Step 02 · Brain-driven enemies

Every enemy is a tiny program.

Nine commands: MOV, FIR, SPN, WAIT, PHS, LOP, ROT, DIE, STK. Twenty-one programs. A dispatch table. Each enemy ticks one row per frame and acts. Want a new behavior? Add a row.

The CHAPLAIN summoner spawns drones; the RAILGUN sniper telegraphs and fires; bosses chain through phases via PHS. None of this is hardcoded combat AI — it's content. Krystman's lazydevs lesson, applied straight.

// brain_table[cmd_id](enemy, args) · 21 programs at @onready · no per-tick if-elif
Step 03 · The shop

Between contracts, buy stuff.

You finish a level. The shop opens. Credits in pocket from kills. Buy a spread cannon, a homing missile pack, two bombs, a hull repair, an energy cap upgrade. Without the shop, this is Galaga with scrolling. With it, it's Raptor.

The CHAPLAIN runs the counter — billing by the hour, you know. Loadout decisions matter because levels are tuned around what you brought. Skip the homing pack, fight the next boss without it.

// front weapons · rear weapons · bombs · repair · energy cap · one secret weapon
Step 04 · Three-phase bosses

COLONEL. VP. QUARTERLY REPORT.

Three contracts, three bosses. Each boss has three phases — HP thresholds trip a brain swap (PHS command), idx and timer reset, the fight shifts. The COLONEL is corporate procurement. The VP is demolitions. The QUARTERLY REPORT is a live spreadsheet that tries to kill you with KPIs.

Corporate bosses as game bosses. The bit is fully committed. Phase 3 of the QUARTERLY REPORT renders procedurally because the gag wouldn't work as a sprite.

Approved. With caveats.
Step 05 · Why it exists

Smaller game. For fun.

Four-game portfolio. NOLTS is the one that ships first. MechaTank is next. Thalassocracy is the dream game. Raptyrian is the one I work on when I want to make a shoot-em-up. Currently paused. Render layer wiped April 2026 for an Arch 9 sprite-first rebuild. Gameplay logic survives — the game ticks, draws nothing.

No Steam page. No dates. No promises. When attention returns it returns. The shmup is the reflex game in the lineup — pattern recognition, muscle memory, twenty-minute runs. That's the whole pitch.

// status: paused · render rebuild pending · queued post-NOLTS-and-MT · for fun

No wishlist. It's a side project.

Raptyrian is the small game I'll come back to when NOLTS ships and MechaTank pays. Brain library is built. Shop is built. Bosses are built. The render layer is wiped — by choice, not accident. If you like Raptor, you'll like this when it's playable. Until then, watch the studio.

Statuspaused · render rebuild pending
Logicpreserved · 9 cmds · 21 brains · 12 patterns · 3 bosses
Renderwiped · Arch 9 sprite-first rebuild queued
Steamno page
OrderNOLTS first. MechaTank second. Thalassocracy is the dream. This is the side project.
Back to the studio.