A little battle arena inspired by Undertale's soul-box fights: dodge patterned attacks, watch your HP, and try an infinite mode that speeds up the longer you survive.
What I always liked about Undertale combat is that the bullet hell lives inside a small rectangle while the enemy telegraphs patterns above you. I wanted that feeling as its own little game: move the soul, read the pattern, don't get hit.
I made it in Processing with Java in 2017, around the same time as the space shooter, mostly because I was curious how far I could push readable attack design in a tiny arena.
The screenshot above is one of those spirals: arms of bullets spinning out from the centre while you try to weave the soul through the gaps.
Same dead 2017 laptop as the space shooter, so the source is gone. Most of the logic sat in draw(), which I'd split into proper updates if I remade it, along with using keyPressed and keyReleased instead of stuffing input into the main loop. Still fun to look back on. Pattern design was the part I cared about most.