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
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.