The 82-line ENEMY_SPECS table and its kind unions are data, not vocabulary -- that is the block you edit to balance the game. Moved to enemies.ts (143). statusKinds.ts (25) is not cosmetic: enemy specs name the status they inflict and the survivor carries seconds-remaining per status, so leaving StatusKind in types.ts would have made types.ts and enemies.ts mutually dependent. It imports nothing, so the graph is statusKinds <- enemies <- types. 14 files repointed by script rather than by hand, splitting each types import across the three owning modules by symbol. The tests cannot catch a mistyped stat -- they assert behaviour, not the balance table, so a wrong enemy hp passes 160 tests at 100% coverage. Checked separately: 191 numeric pairs before, 191 after, compared as sorted multisets, identical. check and build both pass; bundle 210.11 kB, same as baseline. No reverse_survivors file is over the 250-line cap now. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011w2Pj4Ek3ZNMQVYcFHgXDY |
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| .. | ||
| src | ||
| .gitignore | ||
| eslint.config.js | ||
| index.html | ||
| package-lock.json | ||
| package.json | ||
| README.md | ||
| tsconfig.json | ||
| vite.config.ts | ||
Reverse Survivors
Vampire Survivors, inverted: you are the horde. An AI-controlled survivor kites, auto-fires, and levels up on its own. You spend a regenerating pool of souls to spawn grunts, call escalating ring waves, and — once the seals break — summon bosses. Kill the intruder before the 5:00 clock runs out, or watch dawn break on your defeat.
Play
npm install
npm run dev
- Rusher / Stalker / Tank / Bomber — single spawns at a random arena edge.
- Splitter — dies into three rushers. Killing it creates pressure.
- Artillery — outranges the survivor (460 vs its 260) and holds station beyond reach. Its shells stifle, stretching the survivor's reload.
- Warden — faster than the survivor and mires it on contact.
- Wave N — a ring formation around the survivor; each call grows and costs more.
- Colossus (1:00), Hivemind (2:00) and Leech (3:00) — expensive, on cooldown. The Hivemind births free rushers; the Leech's touch unknits flesh, shutting off regeneration while it lives.
- Ambush places a unit right next to the survivor, at a premium. Frenzy drives the whole horde faster and harder for six seconds. Rift pins every spawn to one edge for ten, so you can mass a flank.
- The survivor gains XP per kill and rolls an upgrade per level (damage, fire rate, speed, vitality, regen, multishot). Time favors it. Pressure early.
- Haunting / Normal / Crusade scale enemy hp and speed, the survivor's health, your income, and the length of the night.
Placement is purchasable, never free. By default the director picks what and when while the seeded RNG picks where — Ambush and Rift buy that choice back, one at a premium and the other at a cooldown.
Earlier versions made the loss of placement control absolute. Ambush and Rift deliberately reverse that: the interesting decision turned out to be what a placement is worth, not being denied one.
All three debuffs need contact — a survivor that kites cleanly takes none of them — and they refresh rather than stack, so a horde can never chain-lock the intruder.
Quality gates
npm run check = typecheck + lint + tests with coverage. All three must pass; CI runs the same.
| Gate | Enforced by |
|---|---|
| 100 % lines / branches / functions / statements | Vitest coverage.thresholds hard-set to 100 — the run fails below it |
| Strictest typed linting | ESLint 10 flat config: typescript-eslint strictTypeChecked + stylisticTypeChecked, @eslint-react strict-type-checked, react-hooks (compiler-backed rules), react-refresh, vitest plugin, --max-warnings 0 |
| Strictest compiler | TS strict + noUncheckedIndexedAccess, exactOptionalPropertyTypes, verbatimModuleSyntax, erasableSyntaxOnly, noUnusedLocals/Parameters, and friends |
Pinned stack (live-latest at build time): React 19.2.8 · Vite 8.2.0 · Vitest 4.1.10 · ESLint 10.8.0 · typescript-eslint 8.65.0 · TypeScript 6.0.3.
Why not TypeScript 7? TS 7 is the native (Go) compiler and does not expose the JS compiler API that typed linting needs —
typescript-eslint@8.65caps its peer range at<6.1.0. TS 6.0.x is the newest compiler that still type-lints.
Architecture (what makes 100 % honest)
src/core/status.ts— the survivor's debuff timers.isOn/factorare written as arithmetic (Math.min(1, Math.ceil(t))) rather than comparisons, so the whole status system contributes zero branches to the coverage gate; consumers just multiply by the result.applyStatususesMath.max, which is what makes refresh-not-stack a structural guarantee rather than a tuned number.src/core/— the whole game as pure-ish functions over a plain state object. Deterministic: seeded mulberry32 RNG lives in the state; same seed + same action sequence ⇒ identical run. Behavior dispatch uses records instead of switches, and clamping usesMath.min/maxinstead ofif, so there are no unreachable defensive branches to fake-cover.src/render/draw.ts— draws onto a minimalCtx2Dstructural interface; tests assert against a typed stub. (This layer's tests are mock-assertion ritual, as warned — the assurance lives in the core suite.)src/ui/— thin React shell. The rAF loop clamps dt to 100 ms and holds its callback in a ref.Appaccepts abootprop as an explicit test seam to reach both endings without simulating five minutes.src/main.tsxis covered too, including the missing-#rootthrow, viavi.resetModules()+ dynamic import.
Scripts
dev · build (tsc + vite) · preview · typecheck · lint · test ·
coverage · check (all gates)