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03 / 03 · Bullet-Heaven Roguelite

GATES OF YOMI

Gates of Yomi is a bullet-heaven roguelite where you cut your way out of the underworld against escalating swarms of enemies, building up a run with every weapon and upgrade you pick along the way to your survival.

YEAR
2023
ENGINE
Godot 4.2
ROLE
Game Programmer
TEAM
2 people
PLATFORMS
PC
// GALLERY
Gates of Yomi in mid-run: top-down bullet-heaven combat at night among red torii gates, the player surrounded by approaching underworld enemies.The character select screen for Ronin, showing her full-body art alongside her stats and Slash and Thousand Cuts specialties.A level-up choice between two upgrade scrolls, Blizzard and Shuriken Storm, each with its icon and effect description.A shrine reward screen offering the rare Whetstone relic, which grants increased critical strike chance.The in-run inventory and spells screen with collected items and the Seven-Branched Sword spell detailed next to Ronin's stats.

Gates of Yomi in mid-run: top-down bullet-heaven combat at night among red torii gates, the player surrounded by approaching underworld enemies.

Gates of Yomi was the first project I ever worked on at a larger scale as a game developer, a bullet-heaven roguelite that I designed and built together with Frog on Fire. It was a great learning experience and a lot of fun: I architected all of the systems and built small tools along the way. As both my friend and I gained more experience, we decided not to continue with the project and took on more exciting challenges in our careers.

Here are a few of the works that went into it:

Gameplay

  • Built the core bullet-heaven loop, where the player shreds through waves of enemies piling onto them nonstop while they keep gaining upgrades and abilities to fight through them.
  • Wrote a unique enemy spawning system where the game itself decided what to spawn and when to spawn with a credit-based system, keeping the game matching the player’s tempo and each run unique.

Architecture

  • Enemy and player behavior runs on a hierarchical state machine, which kept the logic readable and easy to extend as I added new enemy types and behaviors.
  • Backed the project with a suite of 53 GUT unit tests covering the core systems, so I could refactor freely without breaking things I had already gotten working.

Git version control

  • The whole project’s version control was handled by me alone.
// CREDITS
Programming
Albedo
Art
Frog on Fire