FLEX BLASTER


A bullet-hell prototype developed collaboratively during a game jam using Godot Engine. I was responsible for implementing core gameplay systems and enemy AI.

The game features a dynamic ship-scaling mechanic that allows players to adjust their ship’s size in real time, directly affecting hitbox size, movement behavior, and weapon output. This system creates a risk-reward loop where players can shrink to improve survivability and spatial navigation, or grow to increase damage output at the cost of higher exposure.

Enemy AI behaviors were designed and programmed to apply continuous pressure on the player, supporting an infinite survival loop and reinforcing mastery of movement, positioning, and system-driven decision making.