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Open Source
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Polygon Protocol

A high-octane geometric roguelite built in Godot Engine. Evolve from a simple shape into a complex polygon weapon system.

Polygon Protocol is a high-octane geometric roguelite where players evolve from a simple triangle into a devastating polygon weapon system. Built entirely in Godot Engine, this bullet-hell experience combines intense action with strategic evolution mechanics.

The game features a unique shape-based progression system where each side of your polygon can equip different weapons, creating endless tactical possibilities. Survive waves of geometric enemies, collect evolution fragments, and become the ultimate polygon predator.

Tech Stack

Godot 4 GDScript GLSL Shaders Aseprite FMOD

Key Features

  • Dynamic polygon evolution system with 6 base shapes
  • Procedurally generated enemy wave patterns
  • Over 15 unique weapons attachable to polygon vertices
  • Particle-heavy visual effects running at 60FPS
  • Original soundtrack with reactive audio
  • Local high-score leaderboards
  • Multiple difficulty tiers with distinct enemy behaviors

Technical Highlights

  • Custom 2D physics for precise geometric collisions
  • Object pooling for thousands of simultaneous bullets
  • Shader-based visual effects for neon aesthetics
  • State machine architecture for enemy AI
  • Optimized draw calls with batched rendering
  • Procedural generation algorithms for level variety

Architecture

Core Game Loop

  • Fixed timestep physics at 60 ticks/second
  • Entity-component system for game objects
  • Signal-based event communication
  • Resource pooling for bullet management

Visual Effects Pipeline

  • Custom shaders for glow and distortion effects
  • Particle systems with GPU acceleration
  • Screen shake and camera effects
  • Post-processing for bloom and chromatic aberration

Challenges & Solutions

1

Maintaining 60FPS with 500+ on-screen projectiles

2

Balancing roguelite progression without save states

3

Creating satisfying visual feedback for rapid-fire gameplay

4

Designing intuitive controls for fast-paced action