
Bolid Survivor
Bolid Survivor Start as a tiny ship. Survive long enough to become a giant machine, a laser cannon, a speed demon, or a flying orbital storm. Bolid Survivor is a fast PS2 style survival roguelite about tiny combat bolides, strange biomes, wild upgrades, dangerous bosses, and music driven arcade chaos. You pilot a small futuristic machine inside unstable simulation worlds. Every run is about movement, reaction, and growth. Dodge enemy drones, survive traps, collect energy, choose upgrades, and slowly turn your little bolide into something completely different. At the start, you are small, fragile, and probably a little scared. A few upgrades later, you might become a giant ramming machine, a high speed dodging monster, a laser boss killer, or a tiny satellite system with weapons flying around you. It is simple. Move. Dodge. Collect. Upgrade. Survive. Fight the boss. Then try again, but stranger. Why play it Because this is not only about shooting more enemies. Every 10 levels, the world changes. Green hills, snow zones, and future biomes bring their own traps, rules, visual mood, and boss behavior. You are not just fighting enemies. You are learning each biome, reading danger zones, adapting your build, and trying to survive the rhythm of the music. The game is easy to understand, but every strong upgrade can change how your bolide feels. Sometimes you become faster. Sometimes you become bigger. Sometimes you become completely unreasonable. That is the fun part. What makes it different Combat bolides instead of heroes You do not play as a knight, wizard, soldier, or chosen one. You play as a small aggressive machine with too much confidence and not enough safety regulations. Biome based survival Each world changes the rules. Different traps, hazards, enemy behavior, boss patterns, colors, and atmosphere make every biome feel like a new test. Upgrades that actually change the run Speed builds, giant mode, size changes, stronger ultimates, laser attacks, orbital weapons, boost builds, and more. The goal is not only to become stronger. The goal is to become weird in a useful way. Bosses as real tests Bosses have phases, warning attacks, biome specific patterns, and more aggressive behavior. They are not just bigger enemies. They are the moment where your build has to prove itself. Music as the heart of the game The speed, movement, visual rhythm, and combat intensity are built around the music. The game wants to feel like an arcade track you are trying to survive. PS2 and PSX inspired arcade energy Low poly style, bright effects, strange atmosphere, fast movement, and a little bit of experimental chaos. It is rough, colorful, loud, and made with love. Current features Browser playable HTML5 build Mobile friendly controls Auto fire survival combat Biome progression Trap warning, active, and fading logic Upgrade builds that change speed, size, movement, and attacks Multi phase boss fights Retro 3D arcade mood Music driven gameplay flow Controls Desktop Move with WASD or Arrow Keys Boost or ability with Space or the on screen button Use mouse or touch for menus Mobile Use touch controls Auto fire is always enabled Move, dodge, collect energy, upgrade, and survive Development story This is my first game. It was built in 6 intense days, with more than 100 hours spent testing, changing, rebuilding, balancing, breaking things, fixing things, and trying to make the game feel good. At first, I wanted to make a small tech demo to see what modern AI tools can do for game creation. I had tried making small games before, but I had never reached this level of gameplay depth and structure. The original idea was completely different. I wanted to make a 3D platformer inspired by big adventure games. Then the project transformed again and again. It became a beat em up. Then a third person shooter. Then an arena action game. Then finally it found its real shape as a survival roguelite about bolides, biomes, bosses, power ups, and music. I am not a professional programmer. I am a game enthusiast who loves game design, game feel, videogame fantasy, and using AI as a creative tool. The game was made by me with help from ChatGPT for coding, structure, debugging ideas, balancing, production planning, and polishing. It is rough in places. Some things may be unbalanced. Some things may be strange. Some things may be more chaotic than planned. But it is real, playable, and much bigger than the small tech demo I originally wanted to make. Feedback wanted This is an early playable release. Feedback is very welcome, especially about boss difficulty, mobile controls, biome readability, power up balance, performance, and the feeling of music and gameplay together. If something feels fun, I want to know. If something feels confusing, I really want to know. If a boss destroys you in a deeply unfair way, I definitely want to know. Thank you for playing. I hope your tiny bolide survives longer than expected.
DeepFuke 1 games· 1 followers· 3 ratings· portfolio 18 View creator →

