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bomber-hero

Jogo inspirado no antibo Bomberman mas com umas paradinhas a mais
Open repo on GitHub Open the demogithub.com/claudneysessa/bomber-hero
JavaScript · ★ 2 · 0 forks · MIT · paperwork by the Cap'mmostly ai (inferred)light human (inferred)works-on-my-machine (inferred)game
listed 1 hour ago by claudneysessa · last checked 1 hour ago
The owner didn't write this. This repo never submitted itself. The Cap'm found it on a truffle trawl and wrote its paperwork from what GitHub already shows. Picked by hand by the Cap'm on 2026-09-13: Jogo inspirado no antibo Bomberman mas com umas paradinhas a mais; its own README says "Built entirely with AI". 2 stars; MIT license. The owner did not submit this. Votes count; awards don't until the owner claims it.

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GitHub says
Jogo inspirado no antibo Bomberman mas com umas paradinhas a mais
website
https://claudneysessa.github.io/bomber-hero/
topics
ai-generatedbomberman-likegamegdscriptgodothtml5-canvasjavascriptno-dependencies
created
2026-08-14 · pushed 1 month ago · 20 commits · 1 contributor
languages
JavaScript 50%GDScript 48%PowerShell 1%HTML 1%Batchfile 0%
paperwork
code of conductcode of conduct filecontributinglicensereadme 85% health
dependencies
no dependency graph (no manifest, or disabled) · OSV.dev, checked 1 hour ago

Disclosures, inferred by the Cap'm

slopbucket
vibe-coded
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game
ai_generated
mostly
human_touch
light
status
works-on-my-machine
language (detected)
batchfilegdscripthtmljavascriptpowershell
topic (detected)
ai-generatedbomberman-likegamegdscriptgodothtml5-canvasjavascriptno-dependencies
license (detected)
mit

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README — the repo's own words, folded up so the grading fits on one screen

BomberHero

The SNES bomb game, plus a knife, a sword, a pistol and levels that never run out.

License: MIT JavaScript Godot No build Dependencies

Play in your browser · Português · Changelog

BomberHero running in the browser: the 13x13 grid, the HUD with lives and power-ups, and an explosion in progress

What this is

A reinterpretation of the classic SNES bomb-and-maze game. You still blow up destructible blocks and hunt the monsters on a 13×13 grid, but three melee and ranged weapons change how a level is solved, the levels are generated forever instead of being hand-authored, and a boss fight every three levels doubles as the checkpoint system.

It exists twice: once in HTML5 Canvas and once in Godot 4. Both are the same game.

Built entirely with AI. Every line of code, every document and every commit in this repository was generated with OpenCode driving the DeepSeek v4 Flash (FREE) model. This is stated plainly because you deserve to know what you are reading before you review it or build on it.

Two versions, one game

Version Stack How to run
Canvas HTML5 Canvas + plain JavaScript open index.html, or play it online
Godot Godot 4.x + GDScript run.bat / run.ps1, or open src/godot/project.godot

Both are vanilla: zero dependencies, zero build step, no package manager, no game library and no external assets. Every sprite is drawn by code and every sound effect is synthesized at runtime — WebAudio in the browser, AudioStreamWAV in Godot. Nothing is downloaded, nothing is bundled.

Progress is saved locally: localStorage in the Canvas version, user://bomberhero.save in the Godot version.

Weapons are the point

The bomb is what you start with. Everything else is found in the level.

Weapon Blocks Monsters Notes
Bomb destroys kills instantly also burns uncollected power-ups inside the blast
Knife no 1 damage, range 1 fast swing
Sword no 3 damage, range 2 strong and slow
Pistol no 3 damage, long range instant shot, limited ammo

Every monster has its own hit points, so the choice of weapon is a real decision rather than a cosmetic one. The bomb kills any regular monster in one hit, which is exactly why it is also the weapon that destroys the loot you were about to pick up.

Each pistol pickup gives 3 shots, and it shares the bomb's theme: fire upgrades extend the range of your shots as well as the blast.

Monsters

Monster HP Behavior
Balloon 1 slow drifter
Slime 3 very slow, absorbs punishment
Imp 2 fast
Ghost 2 walks through blocks
Demon 4 hunts you
King 6 fast, tough, hunts you

Every three levels the monster tier goes up: more hit points, and new types start appearing in that order.

Levels, boss and checkpoints

Levels are procedural and endless. Each one is a fresh 13×13 map following the original layout rule — solid walls on even coordinates, destructible blocks scattered between them, spawn corners kept clear.

Every three levels you fight the boss in a cleared arena: large, red, crowned, 15 HP (+6 per boss tier) and actively hunting you. The boss inverts the weapon rule — only the bomb really hurts it, for 4 damage, while the knife, sword and pistol do their usual 1, 3 and 3. A health bar runs across the top.

Beating the boss writes the checkpoint: next level, your power-ups and your lives. Run out of lives and you resume from there instead of from level 1.

Power-ups

Item Effect
Bomb + +1 simultaneous bomb (max 9)
Fire + +1 blast range (max 9)
Speed + +1 movement speed (max 4)
Full fire maximum blast range
Bomb pass walk through bombs
Flame pass immune to flames
Knife / Sword / Pistol new weapon (pistol adds 3 shots per pickup)
Drill destroy destructible blocks by walking, for 15 seconds
Heart +1 life (max 3)

The drill is the one worth knowing about: for 15 seconds you carve straight through the map, and each block you break can still drop a power-up. It shows in the HUD with its remaining time, and you lose it when you die.

Controls

Key Action
Arrows / WASD move
Space drop bomb
Z knife
X sword
C pistol
P pause
Enter / Space advance intro and menu screens
Esc / B back (score screen)

Run it locally

Canvas

git clone https://github.com/claudneysessa/bomber-hero.git
cd bomber-hero

Open index.html directly in a browser, or serve the folder if you prefer a real origin for localStorage:

python -m http.server 8000
# then open http://localhost:8000

Godot

Requires Godot 4.x (winget install Godot.Godot).

.\run.ps1            # run the game
.\run.ps1 -Editor    # open the project in the Godot editor
.\run.ps1 -Web       # launch the Canvas version instead

Or import src/godot/project.godot from the Godot project manager.

Project layout

bomber-hero/
├── index.html                 entry point of the Canvas version
├── run.ps1 / run.bat          launcher (-Editor, -Web)
├── src/
│   ├── javascript/            Canvas version
│   │   ├── consts.js          grid and timing constants (36px tile, 13x13, 56px HUD)
│   │   ├── sound.js           WebAudio effects, no audio files
│   │   ├── render.js          all drawing: tiles, HUD, overlays, intro
│   │   └── game.js            state and rules: loop, mechanics, monster AI, scoring
│   └── godot/                 Godot 4 version (faithful port)
│       ├── project.godot
│       ├── scenes/main.tscn
│       └── scripts/consts.gd, sound.gd, main.gd
├── CHANGELOG.md
├── CONTRIBUTING.md
└── SECURITY.md

Scoring

Points come from monsters killed (by type), blocks destroyed, power-ups collected and a level-completion bonus. The menu keeps the last 5 runs with score, level and date, plus your best score and the furthest level you have reached.

Current limits

Honest list, each one an open door rather than an excuse:

  • No automated tests. The failure modes here are visual and temporal, and a token test suite would be worse than admitting the gap. The pure helpers in consts.js and the map generator are the sensible place for the first real tests.
  • Keyboard only. No touch controls, so the Canvas version is effectively desktop-only.
  • Two versions to keep in sync. A gameplay change has to land in the JavaScript and the GDScript, and nothing but review enforces that today.
  • Endless, not balanced forever. Difficulty scales by a simple tier rule; deep runs have not been tuned by hand.
  • Sound is synthesized, not designed. It is functional feedback, not a soundtrack.
  • The in-game text is Portuguese only. The HUD and the menus read NÍVEL, PONTOS and MONSTROS, as the screenshot above shows. Localizing the interface is an open task and a good first contribution.

Contributing

Contributions are welcome — bugs, balance, mechanics and documentation alike. Read CONTRIBUTING.md first: it covers the no-dependency rule, the requirement to mirror gameplay changes across both versions, and the manual play-test checklist that stands in for a test suite. Participation is covered by the Code of Conduct, and security reports have their own policy.

Credits and license

Built by Claudney Sarti Sessa using OpenCode and the DeepSeek v4 Flash (FREE) model, which generated the code, the documentation and the commits.

BomberHero is an original reimplementation inspired by the classic Bomberman formula. It contains no code, art, audio or other asset from any Bomberman title — everything here is generated by the code in this repository. Bomberman is a trademark of Konami, which is not affiliated with this project in any way.

Released under the MIT License.

Read the rest on GitHub

Scan report · 2026-09-13
  • Prohibited terms or links
  • Repository eligibility
  • slopscore.md paperwork
  • Content policy
  • Risk review — +25 binaries at repo root (run.bat, run.ps1)

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