Kill. Salvage. Forge. Survive.

Your orbital fabricator converts enemy salvage into live ammunition mid-combat. Different robots drop different resources—and require different ammo types to eliminate efficiently. Master the forge-to-fight pipeline while surviving waves of rogue military machines.

This isn't just another FPS. Every kill feeds your forge. Every tactical decision impacts your survival.


๐Ÿ”ฅ The Core Loop

  1. ELIMINATE robots with tactical ammo switching
  2. SALVAGE resource orbs from their wreckage (Metal, Energy, Thermal Cores)
  3. FORGE resources into ammunition via your orbital fabricator
  4. ADAPT between waves—convert strategically, not desperately

โš™๏ธ What Makes This Different

Manual Ammunition Forging

Resources don't auto-convert. You decide when to forge. Press TAB mid-combat to access your orbital fabricator and convert stockpiled materials into the ammo you need. Forge proactively during lulls, or panic-craft when you're running dry. Strategic resource management meets real-time FPS action.

Tactical Multi-Ammo Combat

  • Kinetic Rounds โ†’ Ballistic slugs, infinite via metal salvage, deadly when you hit glowing weak spots (3-5x crit damage)
  • Flux Rounds โ†’ Electromagnetic bursts that shred energy shields with satisfying particle explosions
  • Thermal Rounds โ†’ Armor-melting ordnance (unlockable) that turns heavy units from bullet sponges into scrap

Switch ammo types on the fly. Match threats or master weak spot precision. Both paths are viable.

Skill-Based Gunplay

Every enemy has a glowing weak spot. Land precision shots for massive critical damage multipliers. Heavy armored units require 30+ body shots with Kinetic—or 7 headshots if you aim true. Elemental ammo bypasses resistances; skill-based play bypasses everything.

Roguelike Progression

  • 3 procedural combat arenas per run
  • Boss encounter with permanent blueprint rewards
  • Meta-progression: Unlock new forge capabilities, expand your arsenal
  • Each death teaches. Each unlock empowers.

๐Ÿค– Enemy Threat Assessment

Standard Combat Units
Fast, aggressive, vulnerable to precision. Weak spots reward accuracy. Drop: Metal (Kinetic ammo)

Shielded Units
Energy barriers absorb Kinetic rounds. Flux ammo triggers satisfying shield break effects with particle bursts and screen flashes. Drop: Energy (Flux ammo) + occasional Metal

Heavy Armored Units
Slow juggernauts with reinforced plating. Kinetic body shots are ineffective (30% damage). Options: Thermal rounds for full damage, or master weak spot crits for 5x multipliers. Drop: Thermal Cores + Metal + Energy

Boss: Flux Warden
Endurance fight testing resource discipline and ammo management. Guaranteed Thermal Forge blueprint drop on defeat.


๐ŸŽฏ Current Version: Prototype v0.1

What You're Playing:

This is a functional prototype validating the forge-to-fight concept before full production. You get:

โœ… Complete Run Structure — Hub โ†’ 3 Combat Arenas โ†’ Boss Encounter โ†’ Victory/Defeat
โœ… Manual Forge System — TAB opens fabricator, click to convert resources to ammo
โœ… Tactical Combat — 3 ammo types, weak spot crits, enemy variety, shield mechanics
โœ… Roguelike Unlocks — Defeat boss to unlock Thermal Forge blueprint permanently
โœ… Tutorial Pacing — Level 1 introduces mechanics gradually (stationary enemies, wave spawns)

Known Prototype Limitations:

โš ๏ธ Manual forging only — Automation system planned for v0.2 as unlockable upgrade
โš ๏ธ Basic enemy AI — Chase and attack behaviors functional but simple
โš ๏ธ Single boss — More boss variety and mechanics coming in future updates
โš ๏ธ Minimal visual polish — Prototype aesthetics, clean UI, functional particle effects

Average Run Time: 10-15 minutes


๐Ÿ’ฌ Why This Prototype Exists

I'm validating core systems before committing to full production. Your feedback directly determines v0.2 priorities.

Critical Questions I Need Answered:

1. Forging System
Was manual conversion engaging (strategic choice) or tedious (annoying interruption)? Should automation be:

  • Unlockable progression reward?
  • Default behavior from start?
  • Optional toggle per ammo type?

2. Ammo Switching
Did tactical ammo selection feel rewarding or just micromanage-y? Did you:

  • Switch frequently to counter threats?
  • Stick to Kinetic + weak spot crits?
  • Find switching disruptive to combat flow?

3. Weak Spot System
Were critical hits satisfying? Were weak spots:

  • Clear and visible enough?
  • Rewarding when hit?
  • Frustrating to aim for?

4. Resource Economy
Too punishing? Too generous? Just right? Did you:

  • Run out of ammo frequently?
  • Have too much stockpiled?
  • Feel the economy was balanced?

5. What Feature Next?
What would you most want to see added/improved?


๐Ÿ•น๏ธ Controls

Movement & Combat

  • WASD — Move
  • Mouse — Aim
  • Left Click — Shoot
  • Space — Jump
  • ESC — Pause Menu

Ammunition System

  • 1 — Switch to Kinetic (ballistic, always available)
  • 2 — Switch to Flux (electromagnetic, anti-shield)
  • 3 — Switch to Thermal (armor-piercing, requires unlock)

Forge Interface

  • TAB — Open/Close Orbital Fabricator (time slows to 30%)
  • Click Convert Buttons — Forge resources into ammunition

๐ŸŽฎ New Player Survival Guide

Start Smart:

  1. Level 1 is tutorial — Enemies spawn in waves, giving you time to learn. Standard units first, then shielded units. Take your time.
  2. Aim for the glow — Those pulsing spheres aren't decorative. They're 3-5x damage multipliers. Heavy units go from 30+ shots to 7 headshots.
  3. Forge proactively — Don't wait until you're at 0 ammo. Forge during wave transitions or after clearing an area. TAB slows time—use it strategically.
  4. Match ammo to threat — Shielded enemies = Flux (4x damage to shields). Heavy enemies = Thermal (or Kinetic crits). Standard enemies = whatever you have.
  5. Kinetic is your foundation — Metal drops from everything. Kinetic ammo is infinite as long as you collect orbs. Master weak spots and you can clear entire runs with just Kinetic.
  6. Boss prep — Stockpile diverse resources before the final fight. You'll need ammo flexibility and enough reserves for a sustained battle.
  7. Shield breaks are satisfying — When you pop a shield with Flux, enjoy the particle explosion. You earned it.

๐Ÿ”„ What's Coming in v0.2

Based on YOUR feedback, development priorities will shift. Potential features:

Factory Automation System

  • Unlockable auto-conversion modules
  • Priority sliders (distribute resources across ammo types)
  • Efficiency upgrades (better conversion ratios)
  • Toggle per ammo type (manual or automatic)

Combat Expansion

  • Additional boss encounters with unique mechanics
  • More enemy archetypes and behaviors
  • Boss phase transitions
  • Advanced weak spot mechanics (phase-specific vulnerabilities)

Visual & Polish

  • Spawn animations (rising platforms, teleport effects)
  • Enhanced particle systems
  • Environmental variety
  • Audio improvements

Meta-Progression Depth

  • Unlock tree with multiple paths
  • Permanent stat upgrades
  • Challenge modifiers
  • New forge capabilities

๐Ÿ› ๏ธ Technical Details

Engine: Three.js (WebGL)
Development: Solo project, 2 weeks intensive development
Architecture: Event-driven entity-component system
Audio: Web Audio API procedural synthesis
Persistence: LocalStorage for cross-session progression

Platform: Web browser (Chrome/Firefox/Edge recommended)
No download required — Runs directly in your browser


๐Ÿ“Š Help Shape Development

Leave Feedback Via:

  • โญ Star rating (Quick sentiment)
  • ๐Ÿ’ฌ Comments below (Detailed thoughts)
  • ๐Ÿ› Bug reports (What broke and when)
  • ๐Ÿ’ก Feature requests (What you want to see next)

Every piece of feedback is read and considered. This isn't marketing speak—I'm one developer trying to validate a concept before investing months into full production.

Specific feedback I'm tracking:

  • Which runs to completion vs rage quit?
  • Where do players die most?
  • Which ammo type gets used most?
  • Do players discover weak spots naturally?
  • Is manual forging engaging or annoying?

๐Ÿ”— Developer

HollowDroid
Solo indie developer
Combining 10+ years web dev experience with passion for tactical shooters and factory games.


โšก Final Thoughts

Bullet Forge exists because I asked: "What if ammunition wasn't just a number, but a resource you actively manage?"

The answer is this prototype. Not perfect. Not polished. But functional enough to validate the idea.

If you enjoy tactical shooters, resource management, or just want to see weird genre mashups, give it 15 minutes. Then tell me if it's worth expanding.

Every run matters. Every death teaches. Every unlock empowers.

Ready to forge some bullets? ๐Ÿ”จโšก๐Ÿ’ฅ


Thanks for playtesting. Now get out there and reclaim those sectors.

Development log

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