Pixel Survivor is the survivor-like I wanted after shipping TIRADOR’s arena combat — same Filipino-rooted pixel discipline, but Vampire Survivors pacing with Megabonk-style ricochet projectiles that speed up per wall bounce and despawn on enemy hit. Godot 4.6, 320×180 internal resolution, nearest-neighbor scaling, object pools from day one.
Phase 1 scaffold is complete: project structure, viewport stretch, GL Compatibility renderer, autoload stubs, and agent skills for the full phased plan in GDD_pixel_survivor.md. The design locks early on readable silhouettes, pooled bullets, wave tables, XP gems, and a HUD that does not obscure the playfield — lessons from TIRADOR’s barangay scale applied to horde density.

I am building it in the open across Grok, Claude Code, and Codex with a shared AGENTS.md so no agent invents a second architecture. GUT tests will gate each phase the same way Heart and Soil and TIRADOR do — ship the smallest vertical slice that proves the bounce feels good, then polish.
Not on a store timeline yet. On the portfolio it shows I can spin up a new Godot genre quickly while keeping rendering crisp and systems testable.