Geometry Protocol by Tripsa
GEOMETRY PROTOCOL
You wake inside the Grid with no origin log and one directive flashing in your core: SURVIVE.
Geometry Protocol is a top-down arena survivor roguelite. Waves of hostile geometry close in from every side, and you fight back with fast, punchy weapons while building your run one upgrade card at a time. Every level up throws a handful of choices at you, new weapons, new abilities, stat boosts, and the run lives or dies on which ones you take.

What you'll be doing:
- Out-position swarms of enemies with dash based movement while your weapons auto-fire around you
- Pick from Common to Legendary upgrade cards every level-up, reshaping your build on the fly, reroll if the offer doesn't fit
- Unlock and combine weapons like the Ricochet Orb, Vector Lance, and Bulwark Pulse, and abilities like Gravity Well and Overclock
- Push through escalating waves toward each sector's Guardian, a boss built to punish whatever your build can't handle
- Fight across hand-built sectors, from the introductory Hex Lattice to the endgame Octagonal Collapse

About this demo
This demo contains the first level only, a small slice of what's planned. This is my first release (first game ever) and the game is still very much in motion, so think of this as an early look, not the finished protocol. If you play it, I'd genuinely love to hear what worked, what didn't, and what you'd want to see more of. Bug reports, build ideas, and complaints are all welcome in the comments.

Roadmap
Geometry Protocol is in active development, and I'm aiming to eventually release it on Steam. The planned scope is 7 levels for the normal campaign, plus an infinite mode for players who want to push a build as far as it'll go once the campaign's done.

Credits & tools
- Almost everything you see on screen is drawn in code, shapes, effects, UI, rather than hand-painted or imported art.
- Most sound effects are sourced from Pixabay.
- One image in the entire game is AI-generated: it's used on the level-select and profile-loading screens. Everything else visual is code-driven, as above.
- AI tools were used during development to help me learn game concepts, mechanics, and Godot itself, not to generate the game's content. I'm a first-time developer and leaned on AI as a learning aid the way I would a tutorial or a forum post.

Thanks for Playing!
| Published | 4 days ago |
| Status | In development |
| Platforms | HTML5 |
| Author | Tripsa |
| Genre | Action |
| Tags | 2D, Arena Shooter, Bullet Hell, geometric, Godot, Indie, Neon, Roguelite, Survivor-like, Top-Down |
| AI Disclosure | AI Assisted, Graphics |






Comments
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Awesome survivors-like with super clean and polished visuals!