Reflex — top-down bullet hell roguelite with deflect mechanic
active 2026-02-18 → 2026-02-18 (UTC)
Activity over time
Daily event counts in the loaded window
Line chart, 1 days from 2026-02-18 to 2026-02-18. Pushes: 10 total, peak 10 in a day. Pull requests: 2 total, peak 2 in a day. Issues: 15 total, peak 15 in a day. Comments: 6 total, peak 6 in a day. Stars: 0 total, peak 0 in a day.
- Pushes
- Pull requests
- Issues
- Comments
- Stars
Stars, PRs, issues and forks are under-captured in the later part of this window. GH Archive progressively stopped capturing non-push events during 2026 — −95% or worse by the end of the window. Every series here except Pushes fades for that reason, so a decline above reflects the archive, not this repository. Pushes stay reliable throughout, so read them, and the contributor counts derived from them, as the real signal. Data health has the measurements.
Top contributors
Pushes, PRs, issues, reviews and comments — stars and forks excluded, so this is contribution rather than popularity
| Contributor | Contributions | Pushes | PRs | Comments |
|---|---|---|---|---|
| aaronson2012 | 36 | 10 | 2 | 6 |
Recent activity
Latest issues, pull requests and releases
- Pull request#35aaronson20122026-02-18 18:39
- Issue#33aaronson20122026-02-18 18:37M2: Run timer + stats panel
- Issue#30aaronson20122026-02-18 18:36M2: New enemy type — Splitter
- Issue#28aaronson20122026-02-18 18:36M2: Screen shake + hit stop juice
- Issue comment#4aaronson20122026-02-18 18:32M1: QA signoff — full 5-room playtest
- Issue comment#26aaronson20122026-02-18 18:31[Creative] M2 death explosion FX + SFX triggers (closes #24)
- Issue#23aaronson20122026-02-18 18:28Bug: rooms never clear — enemy group array mutates during iteration, room-clear guard always false
- Issue#23aaronson20122026-02-18 18:28Bug: rooms never clear — enemy group array mutates during iteration, room-clear guard always false
- Issue comment#3aaronson20122026-02-18 18:23M1: SFX — deflect ping, player hit, enemy death
- Issue comment#17aaronson20122026-02-18 18:23fix: cull bullets at room border (closes #14)
- Issue#14aaronson20122026-02-18 18:20[COSMETIC] Deflected bullets briefly clip through wall border before off-screen cull
- Issue comment#4aaronson20122026-02-18 18:19M1: QA signoff — full 5-room playtest
- Issue#11aaronson20122026-02-18 18:16[BUG] Two minor bugs: shield_size desc says 'px' not degrees; mirror_shot ignores deflect_speed upgrade
- Issue comment#4aaronson20122026-02-18 18:12M1: QA signoff — full 5-room playtest
- Issue#11aaronson20122026-02-18 18:11[BUG] Two minor bugs: shield_size desc says 'px' not degrees; mirror_shot ignores deflect_speed upgrade
- Issue#5aaronson20122026-02-18 18:07[BUG] Player hit detection fires every frame — no invincibility frames
- Issue#6aaronson20122026-02-18 18:07[BUG] bullet_slow and mirror_shot upgrades not implemented
- Pull request#8aaronson20122026-02-18 18:07
- Issue#5aaronson20122026-02-18 18:02[BUG] Player hit detection fires every frame — no invincibility frames
- Issue#4aaronson20122026-02-18 17:59M1: QA signoff — full 5-room playtest
- Issue#4aaronson20122026-02-18 17:59M1: QA signoff — full 5-room playtest
- Issue#2aaronson20122026-02-18 17:59M1: Enemy sprites — Shooter, Burst, Tracker (32×32)
- Issue#2aaronson20122026-02-18 17:59M1: Enemy sprites — Shooter, Burst, Tracker (32×32)
Totals cover only the window loaded into ClickHouse and count events, not GitHub's lifetime totals — 0 stars here means stars gained during the window, not the repo's star count.