Sorry for load times -- A "live-service" shootemup that is always a work in progress and a sequel to a game I made for Shipwrecked (a previous hack club event.)

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Super Subtle Shiba
Shiba As Gundam
6min7:34 AM10/21/25

Final, Final version... 15+ hours of bug fixes and stability fixes... The codebase is made of gum and spit and tears.

2hr 30min7:22 AM10/21/25

Day 16... I everything c# based... took down old day 16 post

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GitHubgave up on visual studio. Continuing transition to C#... I hate this!!+186-1607
GitHubsetting up jetbrains rider+36-8
GitHubconvert all gdscript based cursor rules to c#. Im not a vibecoder i swear!+5163-1
3min4:51 AM10/19/25

heres the final gdscript based version! Have fun! Thanks for playing.

GitHubNow the C# conversion is somewhat working now i need to port more features one by one+352-20
48min4:42 AM10/19/25

Day 15! Today I worked on making the game work with C#; but its taking a while, now im able to use Visual Studio performance monitoring features and better documentation. Heres a product key for Visual Studio Professional 2022: (TD244-P4NB7-YQ6XK-Y8MMM-YWV2J) Sorry for no sound I did it at a reasonable time so everybody was awake.

1hr 12min10:50 PM10/18/25

working on converting to c#

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GitHubkeep going with conversion+253-90
GitHubFix C# compilation errors: Dictionary.Get, MainLoop.Root, Node.Visible, ulong casts, SignalName issues+64-50
GitHubConvert remaining core utilities to C#: ItemDropManager, SpriteManager, BulletPatterns+850-585
GitHubConvert core utilities to C#: GameUtils, DifficultyConfig, RankManager+402-265
GitHubFix C# compilation errors: Dictionary GetValueOrDefault, Variant null comparisons, ulong to long casts, Node.Visible property access+53-29
GitHubAdd BUILD_INSTRUCTIONS.md with C# compilation steps+63
GitHubAdd C# project files (.csproj, .sln) and update .gitignore for C# artifacts+37-2
GitHubFix project.godot autoload paths and add new .cs.uid files+13-9
GitHubConvert EnemyTemplate and EnemyTemplateManager to C# - data-driven enemy system+440-303
GitHubConvert EntityFactory.gd to EntityFactory.cs - object pooling system complete+767-494
GitHubConvert GameState.gd to GameState.cs - state management with property setters+498-322
GitHubConvert EventBus.gd to EventBus.cs - 70+ signals converted to C# events+559-480
GitHubAdd migration progress tracker to track completed and pending conversion tasks+165
GitHubAdd C# conversion reference guide with GDScript to C# patterns+386
GitHubUpdate readme.md for C# migration - change all .gd references to .cs+37-37
2hr 30min9:28 AM10/18/25

day 14!! 2 weeks in the game is looking way waay better. Today I fixed up a lot of old bugs and made the game crash less by consolidating a lot of things that honestly did not need thier own files and duplicate functions/dead files that made debugging harder. I also made sure that the HUD shows correct information for lives and bombs and fixed the triangle powerup system.

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GitHubfix up menu and fix issue where HUD doesnt display correct info for lives and bombs+138-62
GitHubfix gamebreaking bugs+42-57
GitHubchore(cleanup): gate debug logs, fix HUD popup tween crash; remove DevelopmentTools autoload+174-121
GitHubadded a bunch of cursor rules (im not a vibecoder i swear lol)+6415-281
GitHubFix cho ren sha 68k mechanics and fix a gamebreaking bug right after it starts+331-26
GitHubremove test files and other useless things-452
2hr 11min8:02 AM10/17/25

Day 13 - Tried to consolidate everything and make it less buggy but it only got worse but it is now more maintainable with less files and the adaptive music and screen shake is back but I cant lose any lives :( Im really sick of waiting 5+ mins for videos to upload so i turned quality down since im the only person that watches these anyway

GitHubconsolidating files for the chance of things breaking bieng lower+192-222
GitHubWhole lotta bugs+1194-425
2hr 9min7:30 AM10/16/25

improved HUD significantly and add frame time graph. Improved frame stability and worked more on a "scoring" system of performance based on frame drops frame time and other stuff. also fixed a couple bugs and worked on a in progress Boss rush mode.

GitHubadd frametime graph and bug fixes to stop frametime spikes+134-2
GitHubimrpove stabiluty score sytem and try to simplify i since it made fps and frame times kind of jumpy:+82-51
GitHubWORJKING ON HUD SCALING AND BOSS RUSH AND FIXING BUGS - GAME IS VERY UNSTABLE+646-253
6hr 31min7:07 AM10/15/25

fix the scaling, fixed a lot of bugs this is day 11 & 10 i didnt do day 9 strike one :( 30 days of shiba i also added a cho ren sha 68k style powerup system with the rotating dorito looking things alr bye thank you also the poewrups dont work rn but im on that a$ap (rocky)

GitHubConsolidate scripts directory and enhance item collection system+281-275
GitHubadd a bunch of sho ren sha features and fix bugs+3394-1321
GitHubEnhance safety and performance across various systems+1988-241
GitHubEnhance bullet visibility and gameplay dynamics+3079-122
GitHubEnhance boss mechanics and stage management+1-1
GitHubFix critical boss spawning and stage bugs+449-131
1hr 43min6:50 AM10/11/25

day 7 scaling is broken and game lags when bosses spawn

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2hr 31min7:27 AM10/10/25

tried to refactor and make a general loop style system where it handles all things per frame like minecraft... but it doesnt work... Day 6 of shiba 30 days

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GitHubRemove unused files and scripts to streamline the project, including various boss and enemy scripts, background managers, and visual settings. Update scene files and configurations for better organization and performance.+1024-778
GitHubjust check the readme asshole+5998-147
16min7:31 AM10/08/25

redid balancing of enemies, added boss heath UI, enhanced streak system, added back CRT shader after it broke since last build added easter eggs in campaign and quit button. also made the enemies be different and have names and come it waves that have shapes and bullet distributions. Also added adaptive music. Fixed the bug where there were very loud sounds after a long killstreak. stopped streak from "pausing" after ending. Re-did hit registration so that it is much more consistent now. Day 4 of 30 days of shiba.

GitHubmake final adjustments for others to playtest- shiba hackclub+121-36
2hr 5min7:06 AM10/08/25

went waay back commit wise and then added feautres from the older commits one by one on the better more stable base. also added a easter egg in the campaign option. changed the rainbow to only effect the streak text. the bomb system is still broken however. fully fixed hit registration. also made debug logging more aggressive.

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GitHubAdd epilepsy warning, rainbow streaks, quit screen, uncapped FPS+166-4
GitHubRefactor MainMenu: Replace 'Play' and 'Options' buttons with 'Freeplay' and 'Campaign'. Remove hint label and update corresponding functions for new button actions. Implement easter egg when you press in progress campaign version of the game+181-32
GitHub- BulletPatterns was spawning bullets without connecting hit_player signals - Bullets had collision_layer=0 (no layer) instead of layer=2 - Added signal connection in all 4 BulletPatterns spawn locations - Implemented invincibility frames (1s) to prevent duplicate hits - Simplified EnemyBullet to single detection path (area_entered only) - Set proper collision layers: bullets=2/player=1 - Added comprehensive logging throughout hit system+171-34
GitHubchange HUD to display FPS instead of TPS, implement rank pressure system to gather a bunch of lose strings. remove TickManager to make working on stuff easier. Update MainMenu to include options and connect BGM to AudioManager for dynamic pitch control. Change hearts to X's and O's+160-87
GitHubchanged readme+8-1
GitHubAdded boss heath bar Updated enemy killed signal to include enemy position for item drops Refactored player movement and game over handling for improved gameplay flow+352-10
2hr 7min6:57 AM10/07/25

I have tried to refactor the code somewhat and completely failed and tried to add a boss health bar. Today was a complete failure.

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2hr 13min6:44 AM10/06/25

I add a noAI label bc I really dislike AI art and also added a epilepsy warning tuned the crt fiter to reduce eye strain and also added a rainbow effect when you get a 10 "killstreak" (I should think of a better name). (check out the SICK new main menu screen) (this is the same as the slack post bc Idk what else to say also there is a little delay when you get an extra kill past the 10 streak and i think it makes it look better + improved screenshake)

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GitHubClean up: remove dead code and debug output bring back crt filter and make the main menu fit the theme of the game better+417-1673
4hr 25min5:49 AM10/05/25

Game now works again and has better enemy layouts for more engaging combat. And I fixed the background to have a black background and added more enemy bullet spray patterns.

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GitHubnow it completely works but still needs polishing+214-131
GitHubpartially fixed but the background is still messed up+567-1454
GitHubnow the game is playable again+1207-11
GitHubadded main menu will polish later+265-2
4:48 AM09/10/25

Implement distinct visual indicators for enemies and projectiles to improve clarity and reduce confusion for players.

Challenge: Adjust game speed parameters to slow down player, enemies, and projectiles for improved gameplay experience.

Adjust player movement speed to find a balance that enhances gameplay without sacrificing challenge.

All three of these criticisms worked on, enemy and background colors worked on so that its easier to tell things apart and things are much slower now.

SPACE TO SHOOT, ARROW KEYS TO MOVE and X FOR BOMB

2hr 54min4:41 AM09/10/25

Implement distinct visual indicators for enemies and projectiles to improve clarity and reduce confusion for players.

Challenge: Adjust game speed parameters to slow down player, enemies, and projectiles for improved gameplay experience.

Adjust player movement speed to find a balance that enhances gameplay without sacrificing challenge.

All three of these criticisms worked on, enemy and background colors worked on so that its easier to tell things apart and things are much slower now.

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GitHubImplement distinct visual indicators for enemies and projectiles to improve clarity and reduce confusion for players.+99-23
8hr 3min6:18 AM09/07/25

Fixed a lot of the poorer aspects of the game, -- SPACE TO SHOOT, ARROW KEYS TO MOVE and X FOR BOMB

3hr 58min6:37 AM08/28/25

Super Subtle Shiba Reference on the bottom left corner -- Sorry for spamming! Controls: Arrow Keys to move, X for Bomb and SPACE to Shoot. LOOK AT README IF YOU CAN PLS: https://github.com/4t0m15/wipshmup2/blob/main/wipshmup2/readme.md

GitHubA lot + readme update+2036-322
GitHubadded small readme update with controls+2
GitHubadded readme+6-270
GitHubRefactor player and enemy scripts+703-1901
GitHubremoved medal system entirely+94-198
GitHubFix escorts binding and cull bottom stragglers; ensure bullets always hit StageController: add cleanup_bottom_stragglers() to free any enemy reaching the bottom edge each frame. ClassicEnemy: Set explicit collision_layer/mask for reliable collision detection. Add ensure_player_bullet_hits() fallback to apply damage and consume overlapping player bullets when Area2D signals are missed. EscortFighter: relax set_leader parameter type and add defensive Node2D check to resolve call_deferred conversion errors and restore escort following.+41-3
GitHubClassic enemies: scripts/ClassicEnemy.gd Despawn non-turret enemies when position.y >= viewport_height - 2. Turrets are excluded. Simple enemies: scenes/enemy/Enemy.gd Same early-despawn rule near the bottom. No linter issues on the edited files. added instance-validity checks in StageController.gd when adding wingmen/escorts and when assigning leaders, preventing calls on freed/null instances. FormationManager.gd initializes its formations dictionary defensively, avoiding null dictionary access (crashes the game)+19-29
4hr 49min5:18 AM08/26/25

Added pretty much everything base, now I just need to fix the MANY bugs and add upon the base w/ a story and different modes

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GitHubEverything is in place but its really buggy+358-117
GitHubimproiving enemy AI+2555-567
GitHubadding visual flair+2075-152
GitHubbug fixes and adding sprites+130-33
1hr 51min5:52 PM08/23/25

Added basic functionality code-wise -- will add more variety and other stuff later (especially textures), for now code is modular and easy to improve upon.

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GitHubIt works a little+2607-15
23min3:06 AM08/23/25

Github setup, everything is now good

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GitHubsetting up my twttr+1373
GitHubInitial commit+21
03:55 AM08/19/25

I just setup all my tools and hope to see you guys in Japan

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