Yes, Forgot to mention that so thats my fault
Starbyte Games
Creator of
Recent community posts
Thank you all for the feedback, It really means alot and yes those a bugs but i couldnt do much about them because of school and the chess tournament im in but I do want to continue working on this game cuz i feel like if i did everything the right way it could be fun but again i thank you for your feedback
Hey Tempest runners!
In the depths of Polygonic Tempest, things just got way more unpredictable… and way more fun. I've officially added a high-risk, high-reward card system that will challenge your instincts, test your adaptability, and absolutely reward the bold.
But here's the twist—these cards don't touch boring stat boosts like HP or enemy speed. No, no. These are pure chaos, player-affecting, game-breaking modifiers that twist the way you think about your abilities.
⚡ What Kind of Cards, You Ask?
Here are just a few of the wild mechanics now being tested:
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Volatile Aura – You randomly explode every 20 seconds. Massive damage. Maybe even to you.
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Phase Warp – Every few seconds, you teleport randomly across the map. Dodge or die.
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Frozen Time – Every 10 seconds, the whole world stops… including you. Plan wisely.
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Mind Split – Movement and aim are split onto separate controls. Total disorientation, but perfect accuracy.
And over 30+ cards like these are being cooked up, many tied to character themes—like engineers getting self-destructing gadgets or fire mages trading control for burn radius madness.
🃏 How the Card System Works
After certain waves or milestones, the game pauses and presents you with a choice:
💠 Two mysterious cards slide in from either side of the screen, flanking a central node.
🔮 Each card is pulled randomly from a growing pool of chaos.
☠️ You can only pick one—and each comes with its own curse and reward.
This system is now being prototyped in GDevelop, using clever event-based logic:
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A structure holds all the card names and types.
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Two are randomly chosen and displayed on the left and right.
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Picking one disables the other and activates the modifier instantly.
Simple in design, deep in consequence. Just the way I like it.
🚧 What’s Next?
I'm expanding this into a more advanced deck-building layer where your card choices define your playstyle by mid-run. Think:
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Control freak builds (traps, slow time)
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Chaos channelers (teleports, glitches)
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Cursed mastery runs (ultra-risk paths)
Also coming soon:
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Visual card art (8-bit neon-style)
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Rarity system
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Secret “glitched” cards that don’t follow any rules
This update will completely reshape how every run of Polygonic Tempest plays out. You’re no longer just dodging. You’re gambling your soul on the edge of control.
🎮 You can play the current demo to experience the foundation of where it all began.
Until next time,
Diyogan
StarByte Games
Hello everyone,
Today marks the first official devlog after the complete reboot of Polygonic Tempest. I'm excited to finally share the new direction the game is heading in.
Room-to-Room Progression
One of the biggest changes is the shift to a room-to-room gameplay system. Instead of a single endless space, players will now move through a series of interconnected arenas. Each room presents new enemy formations, environmental challenges, and pacing shifts to keep the action dynamic and intense.
This new structure not only offers better flow but also opens up possibilities for strategic choices, branching paths, and rewarding exploration in the future.
New Character Designs
The character designs have also undergone a complete overhaul. Each character now features a distinct silhouette and ability set, giving players unique ways to approach the chaotic battles ahead. More details about the characters — including gameplay footage and deeper lore — will be revealed in upcoming devlogs.
Four Unique Room Themes
Polygonic Tempest will feature four distinct room themes, each with their own visual identity and gameplay twists:
- Corrupted Zone (In-Game) – Twisted, glitching environments filled with unpredictable hazards.
- Frozen Ruins (In-Game) – A cold, slowing atmosphere where movement and bullet speeds are altered.
- Dark Temple (In Development) – Mysterious structures filled with deadly traps and relentless foes.
- Volatile Core (In Development) – A high-risk, high-reward zone where everything is unstable and volatile.
Currently, two of the four themes — the Corrupted Zone and Frozen Ruins — are fully playable in the early builds. The Dark Temple and Volatile Core are actively being designed and tested.
What’s Next
Over the next few weeks, I’ll be focusing on:
- Implementing the remaining room themes.
- Refining character movement and feel.
- Adding a first batch of new abilities tied to character types.
- Playtesting room layouts for better pacing and flow.
Thank you for reading and for being part of the beginning of this new chapter.
More updates coming soon.
Play the legacy demo to see where Polygonic Tempest comes from.
- Diyogan
StarByte Games
Hey everyone!
⚡ The first public web demo of Polygonic Tempest is officially live!
You can finally dive into the chaos, dodge walls of bullets, and feel the pressure of pure, unfiltered bullet hell mayhem.
Let’s be honest — this demo is rough. It’s buggy, unpolished, and clearly not the final vision. But it holds the core idea I’ve been grinding on, and I truly believe it has real potential.
🔄 Why This Version is “Frozen”
This demo is a snapshot in time — no updates, no patches.
That’s because I’m officially rebooting the game.
🎯 I’m starting fresh.
I'm rebuilding Polygonic Tempest from the ground up with a cleaner structure, better performance, and way more content.
What’s coming in the full version:
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A full story mode
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Expanded endless survival gameplay
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Six unique characters, each with their own playstyle and abilities
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Smoother performance and visuals
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More boosts, events, mechanics, and chaotic moments
💡 The Bigger Picture
Here’s a bit about me: I’m a 16-year-old solo developer, and I’m currently still in school.
I’m making this game on a very slow, outdated laptop — doing the best I can with limited tools and time. It’s a challenge, but I love it.
That’s why this demo means a lot to me. Even though it’s unpolished, it represents my growth, my passion, and the future I’m building step by step.
If you like the concept or want to help me push this further, a small donation would help so much.
It’ll go straight toward better equipment and speeding up development.
🎮 Try It, Break It, Survive It
Thanks for checking out the demo. Play it, test your dodging skills, and let me know what you think — every bit of feedback matters.
This is just the beginning.
Link: https://starbyte-games.itch.io/polygonic-tempest
– Diyogan
StarByte Games 🎮
Hey everyone!
⚡ The first public web demo of Polygonic Tempest is officially live! You can finally dive into the chaos, dodge walls of bullets, and feel the pressure of pure, unfiltered bullet hell mayhem.
Let’s be honest — this demo is rough. It’s buggy, unpolished, and clearly not the final vision. But it holds the core idea I’ve been grinding on, and I truly believe it has real potential.
🔄 Why This Version is “Frozen”
This demo is a snapshot in time — no updates, no patches. That’s because I’m officially rebooting the game.
🎯 I’m starting fresh.
I'm rebuilding Polygonic Tempest from the ground up with a cleaner structure, better performance, and way more content. What’s coming in the full version:
- A full story mode
- Expanded endless survival gameplay
- Six unique characters, each with their own playstyle and abilities
- Smoother performance and visuals
- More boosts, events, mechanics, and chaotic moments
💡 The Bigger Picture
Here’s a bit about me: I’m a 16-year-old solo developer, and I’m currently still in school. I’m making this game on a very slow, outdated laptop — doing the best I can with limited tools and time. It’s a challenge, but I love it.
That’s why this demo means a lot to me. Even though it’s unpolished, it represents my growth, my passion, and the future I’m building step by step.
If you like the concept or want to help me push this further, a small donation would help so much. It’ll go straight toward better equipment and speeding up development.
🎮 Try It, Break It, Survive It
Thanks for checking out the demo. Play it, test your dodging skills, and let me know what you think — every bit of feedback matters.
This is just the beginning.
Link: https://starbyte-games.itch.io/polygonic-tempest
– Diyogan StarByte Games 🎮
Hey everyone!
Things are heating up as I get closer to releasing the demo for Polygonic Tempest! I’ve been putting in serious time to make sure the core gameplay feels intense, responsive, and rewarding.
The survival-focused bullet hell experience is shaping up, and I can’t wait for you to dive into the chaos. One exciting feature I’ll be introducing is a secret shop hidden within the game — and inside it, you’ll be able to buy 4 powerful secret abilities. These abilities won’t be available through regular means, so if you want that extra edge, you’ll need to explore and keep your eyes open. It’s a little bonus for the players who love uncovering hidden content.
That said, a few things won’t make it into the demo just yet:
Achievements – While I’ve planned out a full list of challenging and creative achievements, they’re still in development and won’t be available in the demo.
Some features (like a few boosts, visual polish, and certain event mechanics) are still being worked on, and will roll out in future updates.
This demo is just the beginning. It’s meant to give you a feel for the survival mechanics, the tension, and the thrill of dodging in a world of bullets. I appreciate everyone who’s followed the journey so far — the full experience is going to be even crazier. Stay tuned!
— Diyogan
StarByte Games
Polygonic Tempest - Devlog #1: Game Development Progress Overview
Hello everyone!
Welcome to the first devlog for my game Polygonic Tempest! I’ll be keeping you all updated on the game’s progress, design choices, mechanics, and any other cool features as development continues. Let's dive into the latest developments so far.
Core Game Concept
Polygonic Tempest is an endless survival bullet hell game with a top-down fixed arena. The gameplay is focused around dodging incoming bullets and surviving waves of enemies. It’s a roguelike, which means there are upgrades, abilities, and permanent progression between runs, but there are no bosses or mirror dashes—just the pure thrill of dodging as the game ramps up the difficulty.
Key Features:
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Endless Survival: The game gets harder and harder as you progress, with increasingly difficult waves of enemies.
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Dodge-Only Gameplay: Players cannot deal damage, only survive by dodging bullets.
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Upgrades & Progression: Permanent upgrades to abilities between runs to help with the difficulty curve.
Development Platform & Tools
I’m developing Polygonic Tempest using GDevelop on a fairly old laptop (Acer Extensa 5220, Windows 7 Ultimate, Intel 965 Express Chipset, 3GB RAM).
Key Mechanics
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Dodge-Only Gameplay: As mentioned, the player’s goal is purely to survive by dodging bullets rather than fighting back.
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Character Upgrades: Between each run, the player will have a chance to upgrade their abilities and stats.
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Boosts During Gameplay: There are power-ups like speed boosts, health regeneration, and invincibility that can help the player during gameplay.
Abilities
Here are two of the core abilities so far:
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Reaper Dash
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A quick dash move that leaves behind a decoy to attract enemy bullets temporarily.
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This ability has a cooldown and a visual indicator showing when it’s ready.
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Reaper’s Silence
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This ability silences all enemies within a certain range, temporarily stopping their attacks.
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When activated, the screen is shaded purple, and the game’s audio is distorted or muted.
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Boosts & Power-Ups
There will be several boost types the player can collect during gameplay:
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Movement Speed
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Health
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Damage Resistance/Invincibility
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Elemental Boosts (these may come into play later)
Power-ups are designed to increase the player’s survivability, and players can activate or upgrade them during their runs.
Visual Feedback
To ensure the player is always aware of what’s going on, I’m adding multiple forms of visual and audio feedback:
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Ability Cooldown: Visual overlays, glow effects, and text popups will clearly indicate ability status.
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Reaper’s Silence Feedback: When activated, a distinct purple screen filter and audio distortion will let the player know that it’s in effect.
Save System & Permanent Upgrades
I’ve implemented a system using GDevelop’s Storage to save the player’s permanent upgrades. This means things like movement speed and health will be carried over across different play sessions. Players will have a sense of progression between runs, which is essential for roguelike games.
Achievements
Achievements will be an important part of Polygonic Tempest, rewarding players for their skill and perseverance. Some of the planned achievements include:
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Survive for specific lengths of time (1, 10, 20, 30 minutes).
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Dodge a certain number of bullets in one run (100, 500, 1000).
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Survive through particularly tough bullet mazes and high-density enemy waves.
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Max out your boosts.
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Complete runs without taking damage or using any power-ups.
There will also be hidden achievements, rewarding players for exploration and skillful gameplay. If multiplayer is added in the future, there will be achievements related to that as well.
Visual Style
Polygonic Tempest will feature a 2D pixel art style, with simple character designs and icons in 8x8 or 16x16 resolution.
The color palette will focus on dark purples and blacks for the background, with neon-colored UI elements to provide a striking contrast.
Development Progress & Notes
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I originally started with a platformer concept, but after some experimentation, I decided to switch to the current bullet hell setup, which I’m enjoying much more.
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I’m still polishing core mechanics, particularly the abilities and wave progression and I'm planning on adding 4 more abilities which are already in the.
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I expect game development to slow down a little bit as school opens, but I’ll continue working on it during my free time.
Planned Scenes
The game is still in the early stages, but here are the planned scenes for the game:
Note: Some are already done or have the base model of it.
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Title Screen – Starting point with options to start a game, access settings, etc.
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Upgrade/Shop Scene – For upgrading abilities and stats.
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Gameplay Scene – The core gameplay loop where you survive waves of enemies.
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Achievements UI – A screen to display all achievements unlocked during gameplay.
UI Features (Work in Progress)
I’m actively working on the game’s UI. Here’s what I’ve planned:
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Ability HUD – With cooldown indicators for each ability.
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Boost Tracker – To show what boosts the player has.
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Achievement Popups – Notifications when you unlock an achievement.
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Upgrade Levels Display – Showing progress on each upgrade or power-up.
Current Focus
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Ensuring that ability cooldowns and readiness are clearly visible to the player.
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Implementing and saving permanent upgrades properly across runs.
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Polishing the effects for Reaper Dash and Reaper’s Silence to make them feel satisfying and impactful.
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Testing wave progression and ensuring that the difficulty curve is balanced.
Studio & Developer Info
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Studio Name: StarByte Games
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Developer: Diyogan (16 years old)
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Solo Development: I’m working on the game all by myself, sharing my progress on Itch for those interested in following the development journey.
That's all for this devlog! I'll keep updating you all on the progress as it continues. Feel free to leave any thoughts or suggestions, and thanks for following along!
Thanks for checking out the latest update on Polygonic Tempest! I'm really excited about how the time stop ability has turned out, and I hope it adds some cool new strategy to the gameplay. Please feel free to drop any feedback or suggestions – your input helps a ton as I continue polishing the game! Stay tuned for more updates!