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🎮 Dive Heist

Godot 4.6 Platform Status

A vertical roguelike inspired by Downwell, set in a cyberpunk prison.
Fall. Shoot. Stomp. Combo. Repeat.


📖 About

Dive Heist is a vertical-descent roguelike built in Godot 4.6. You play as a prisoner escaping through a deep well — shooting downward, stomping enemies, chaining air combos, and spending your loot in rest rooms between levels.

Design pillars:

  • Constant vertical action — Free-fall + shooting + stomps = non-stop flow.
  • Risk / reward — Higher combos yield better rewards, but losing your combo hurts.
  • Phased progression — 5 themed environments with unique enemies and mechanics.

📸 Screenshots

Gameplay Rest Room
Gameplay placeholder Rest room placeholder

✨ Features

  • Combo system — Chain kills in the air; land to cash in tiered rewards (HP, ammo, invincibility).
  • 5 enemy types — Prisoners, Wardens, Drones, Spiders, and Floor Drones, each with unique behavior.
  • Procedural levels — Chunk-based generation that scales difficulty with depth.
  • Rest rooms — Shops, gem crates, and weapon pickups every 600m.
  • Custom HUD — Ammo bar, HP pips, combo counter, depth meter, and money display drawn with _draw().
  • SFX pool — 12-voice AudioStreamPlayer pool managed by a global autoload singleton.
  • Pixel art cyberpunk — Prison tilesets, character sprites, and VFX from Craftpix and Scraper.

Current status: Phase 1 — Prison Alpha (all core mechanics implemented).


🎮 Controls

Action Keys
Move Left A or
Move Right D or
Jump Space / W /
Shoot Automatic when airborne
Interact S or

🚀 Getting Started

Prerequisites

Clone & Run

git clone https://github.com/YOUR_USERNAME/dive-heist.git
cd dive-heist
  1. Open the project in Godot (Import → select folder → Import & Edit).
  2. Press F5 or click the Play button.

The main scene is Scenes/Levels/world.tscn, configured in project.godot.


📁 Project Structure

dive-heist/
├── project.godot              # Engine config, input mappings, autoloads
├── GDD.md                     # Full Game Design Document (Spanish)
├── icon.svg                   # Project icon
│
├── Audio/
│   ├── SFX/                   # Sound effects (.wav)
│   └── Soundtrack/            # Music tracks (.mp3)
│
├── Scenes/
│   ├── Audio/                 # SFX autoload singleton (sfx_manager.gd)
│   ├── Collectibles/          # Money drops, gem crates
│   ├── Enemies/               # Base enemy + 4 variants (drone, spider, floor_drone, prisoner, warden)
│   ├── Levels/                # World scene + procedural chunk generator
│   ├── Player/                # Player controller (movement, shooting, combos)
│   ├── Rooms/                 # Rest room, shop items, weapon pickups, doors
│   ├── UI/                    # HUD — ammo bar, HP, combo, depth, money
│   └── Weapons/               # Bullet + muzzle flash
│
└── Sprites/
    ├── Craftpix/              # Prison tileset, backgrounds, explosions, guns, characters
    └── Scraper/               # Cyberpunk assets — drones, prisoners, prison tiles

⚙️ Game Mechanics (Summary)

Movement & Combat

  • Horizontal movement at 130 px/s with gravity at 800 px/s².
  • Shoot downward only while airborne (0.15s cooldown, 8 max ammo, refills on landing or stomps).
  • Stomp enemies by landing on them (6 damage, ammo refill, bounce).

Combo System

Kill enemies in the air without touching the ground. Land to cash in:

Tier Kills Reward
0 1–7 Points only
1 8–14 +1 HP
2 15–24 +1 HP, +3 ammo
3 25+ +1 HP, +3 ammo, 2s invincibility

Alternating between stomps and shots grants a style bonus (+1 kill to combo).

Rest Rooms

Every 600m a rest room appears with a gem crate (12 coins), a shop (heal, ammo up, armor), and a weapon pickup.

For full details see the Game Design Document (GDD.md).


🎨 Assets & Attribution

Asset Source Usage
Prison Tileset Craftpix — Prison Tileset Pixel Art Phase 1 environment
Character Sprites Craftpix — Cyberpunk characters NPCs, trader
Explosion VFX Craftpix — Free Pixel Art Explosions Death effects
Gun Sprites Craftpix — Free Guns Pack Weapon visuals
Drones, Prisoners, Tiles Scraper — Cyberpunk Assets Enemy sprites, environment
Soundtrack Audio/Soundtrack/Prison1.5.mp3 Background music

📚 Documentation

  • GDD.md — Full Game Design Document (in Spanish) covering vision, mechanics, enemies, audio, HUD, architecture, backlog, and conventions.

📄 License

TODO: Add license information.


Built with ❤️ and Godot Engine

About

A 2D heist game built in Godot, with architecture and design documents.

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