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Metheoria: A Pixel-Art BULLET-HELL (Playable in Browser)

A topic by Migidi created 1 day ago Views: 75 Replies: 2
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(6 edits)

I want to build something that finds a small place in the hearts of the people who play it. Metheoria is the beginning of that effort; a project born from the dream of creating worlds that feel personal, even when they are made of math and pixels.

Metheoria (Playable) by Migidi

The Vision


While the project is currently in its early stages, the path forward is clear. I am working toward a journey consisting of 6 to 9 distinct levels, designed to evolve in both challenge and atmosphere. Central to this experience will be a hangar of  6 unique ships(though the current build features one ship and one level as the foundation).


The intent is for your choice of vessel to be a reflection of your own playstyle. Each ship will feature its own basic attacks, unique power-up scaling, and a specific signature ability. Choosing your ship won't just be a cosmetic decision; it will be an essential part of how you navigate and survive the stars.

What I Got I Until Now :

  • High-energy music integrated into the main menu and levels.
  • New 8-bit fireball and explosion effects for ships and projectiles.
  • A new automated system to recognize all contributors.
  • Enemy thrusters now react to real-time physics, shifting through six states to match their speed and power.
  • Established a formal health and damage system for more precise hit-box interactions.
  • Integrated a real-time health monitor and a progress bar that tracks remaining enemies.
  • The level-completion tracking and Quit functionality are now fully operational.
  • Integrated dedicated screens with a custom blur shader for a smoother transition between action and menus.
  • Asteroids now correctly deal impact damage, and enemies have received a balance pass on their healing projectiles.
  • Cleaned up the project architecture by centralizing UI logic, making the game more stable and easier to expand.
  • Added a visual cooldown system for power-ups using smooth tween animations so you can better manage your survival.
  • Updated level selection buttons with reactive hover and press states to enhance the "feel" of the interface.


In-Game Screenshots:


Gamplay:



Main Menu:



Level Selection:



Pause:

Metheoria has just undergone a massive architectural change! I've transitioned to a robust, resource-based data system and fine-tuned our combat mechanics to ensure a smoother, more engaging experience.

Metheoria by Migidi

What’s New:

  • Successfully migrated hardcoded variables and @export settings into modular .tres resources, ensuring a clean separation between logic and data.
  • Refactored the enemy activation system with a "ghost cleanup" mechanism and dynamic spawning limits, providing a fairer challenge that scales as you play.
  • The level progress bar now dynamically tracks total enemy encounters, giving you a real-time look at how close you are to completing your mission.
  • Resolved several critical inheritance and resource loading errors (including .tscn parse issues and texture dependencies) to ensure the prototype runs reliably across all environments.
  •  Centralized all scene transitions into a unified navigation resource, improving the stability of menu interactions and level loading.

These updates are all about long-term stability. By cleaning up the architecture now, I’m making sure the project stays lean and easy to expand as it gets bigger. Don't worry though, I'm still cooking up some fun stuffs:

Metheoria just underwent a massive architectural change! I’ve transitioned the core engine to a robust, resource-based data system to ensure the game stays stable as it grows. Metheoria by Migidi

What’s New:

  • Implemented a new live-tracking system for mission metrics, including dynamic play-time formatting and nanite collection.
  • Developed a dual-stage registration system that tracks every shot and hit, providing accurate performance feedback with clean, rounded percentages.
  • Refactored the end-game sequence to automatically pull stats from the current level, ensuring a seamless transition from gameplay to results.
  •  Centralized Level-to-Player communication using group-based node discovery, making it effortless to add new levels and ships in the future.