All work

Multiplayer Space Shooter

A 2D arcade shooter built in Godot to learn its networking model — client/server sync over the high-level multiplayer API, on top of a classic wave-survival loop.

Engine
Godot 4
Language
GDScript
Focus
Networking
Role
Solo developer
Wave combat
Wave combat
Enemy attack patterns
Enemy attack patterns

What it is

Control a ship, destroy waves of enemies, survive as long as possible. The arcade loop is the vehicle; the point of the project was Godot's multiplayer stack.

What I built

  • Networked play using Godot's high-level multiplayer API, with authority split between client and server.
  • Projectile and hit detection that stays consistent when the authoritative state lives on another machine.
  • Wave escalation — enemy count, speed and pattern complexity all ramp over a run.
  • Responsive ship handling, since dodging is the defensive half of the loop and has to feel exact.

What I took from it

Coming from Unity, the useful lesson was how differently Godot frames the same problem. Its node-and-signal model pushes you toward a cleaner separation between what the server owns and what the client only draws.