We have a working prototype of a 2D action game built in Godot 4.6 (GDScript, GL Compatibility renderer, 1920x1080). The core gameplay loop is functional — player movement, combat mechanics, enemy AI, boss fights, HUD, menus, difficulty scaling, and scoring. We need a Godot developer to help expand and polish: Additional levels and bosses — multi-phase boss AI with varied attack patterns Enemy variety — new enemy types with distinct behaviors (ranged, defensive, fast, heavy) Character system — multiple playable characters with shared inputs but unique stats/abilities via Resource definitions Polish — hit feedback, screen shake, VFX, transitions, audio integration Scene architecture — cutscenes, transitions, level select Tech stack: Godot 4.6, GDScript (strict typing) Custom Resource classes for all game data (.tres files, no JSON) Autoload singletons for scene management, settings, save data, progression CI with gdlint (gdtoolkit 4.x) Requirements: Strong Godot 4 + GDScript experience (not Godot 3) Shipped or substantially completed a 2D action game Comfortable with Resource-based data architecture Clean code habits — we lint on every push Nice to have: Experience with side-scrolling action/beat-'em-up genres Familiarity with ParallaxBackground, AnimationPlayer, data-driven difficulty scaling Scope: Ongoing contract work. Starting with implementing 2-3 new enemy types and one additional boss. Expanding from there based on fit. Budget: Hourly or milestone-based. Please share your rate and an estimate for: one new enemy type (3-4 attack patterns) and one new boss (2 phases, 3+ attack patterns).