TIRADOR: Barangay Survivors cover
← Work 17 / 51 In progress 2026 Solo developer · designer

TIRADOR: Barangay Survivors

Filipino-themed top-down pixel roguelite. Playable arena foundation shipped.

I wanted a roguelite that did not pretend to be set in a generic medieval village. Most of the games I grew up playing had European castles and dwarves. The streets I actually grew up on had jeepneys, sari-sari stores, and the smell of fish frying at six in the morning. So I started TIRADOR — a top-down survivors-style game where the world is a barangay and the enemies come out of the rice fields at dusk.

The design problem was finding a fight loop that still felt Filipino once you stripped away the visual paint. A slingshot (“tirador”) as the starting weapon was the answer. It is slow, deliberate, requires aiming. It punishes button-mashing the way our titos punish bad form. From there the upgrade tree branches into things a kid in Bay might actually pick up: bolo, slingshot rocks, palaspas, the family aso as a follower unit.

I built the P0 prototype in Godot 4 over a weekend to test whether the slingshot felt good. It did, barely. The P1 milestone added an enemy spawner, a barangay map made from a TileMapLayer, and the first three weapon upgrades. In May 2026 I shipped the playable arena foundation — validated data files, a real combat loop in-scene, and concept art references wired into the design docs so art and code stay aligned. Art is hand-drawn in Aseprite using a restricted palette pulled from old komiks I scanned at home.

TIRADOR design board showing playable characters, enemies, weapons, items, UI, terrain tiles, effects, and color palette.
Design board for playable characters, enemies, weapons, pickups, UI, terrain tiles, effects, and palette.
TIRADOR main menu with New Game, Continue, Settings, and Quit on a barangay dusk background.
Main menu — barangay dusk backdrop, the four entry points before you enter the arena.
TIRADOR character select screen showing playable barangay survivors with slingshot loadouts.
Character select — pick your survivor before the rice-field enemies spawn.
TIRADOR gameplay screenshot showing the barangay arena with the player character and enemies.
Actual gameplay capture — barangay arena, slingshot combat, enemy spawns from the rice fields at dusk.

The build is playable but not fun yet. The thing I keep learning the hard way is that pixel art takes longer than code. Every NPC, every prop, every animation frame eats a Saturday. I have started leaning on data-driven content — a single Resource file per weapon and per enemy — so design changes do not require code changes. That decision alone saved the last sprint.

Next milestones are an interior dungeon (the school, after hours), a save system, and a real boss fight. The public demo ships once that loop is stable enough to survive a full run without debug shortcuts.