Project Status : Ongoing | 8 Weeks
Project Type : Solo Project | Unity (C#)
Pixel Adventure
A Unity 2D top-down action game where players battle unique bosses and collect gems to unlock the final room, focusing on responsive combat, boss design, and smooth game feel.
Showcase of collecting the Final Gem.
Showcase of face paced Robot Boss fight.
Showcase of tactical Necromancer Boss fight.
Showcase of Necromancer Boss Room.
Showcase of Robot Boss Room.
A picture of the Gem in the story.
𓆩General𓆪
Quick Summary for Recruiters
☑︎ Quick Summary for Recruiters
- Designed and implemented two mechanically distinct bosses on top of a reusable enemy architecture
- Built a full game loop: menu → intro → exploration → boss fights → progression → victory
- Implemented combat, AI, UI, VFX, audio, and persistence systems solo in Unity 2D
- Focused on game feel (dash, hitstop, VFX, SFX) and readable, extensible code structure
Game Overview & Gameplay
⚔︎ Game Overview & Gameplay
Players follow a mysterious gem into a cave system and must defeat two distinct bosses to collect gems to unlock progression.
The core loop mixes exploration, boss fights, and resource-based combat.
Showcase Video:
Core Gameplay:
- Dual Attack Styles: Sword slashing (stamina-based) and fireball projectiles (mana-based)
- Boss 1 – fast-paced Robot: Teleports around the arena and fires rapid projectiles, forcing aggressive dash usage
- Boss 2 – tactical Necromancer: Shoots triple blasts, summons skeleton mages, and spawns two shadow clones at 50% HP
- Progression: 2 gems required to unlock the final room; deaths respawn the player without wiping gem progress
- Polish: Hitstop, knockback feedback, particle effects, intro cutscene, and a victory screen
𓆩Highlights𓆪
Architecture & Design Patterns
✮ Architecture & Design Patterns
- Enemy AI Framework: Parent
Enemyclass with inheritance hierarchy;Boss1andBoss2override behavior for unique attack patterns - State Machines: Player and enemy behavior driven by hierarchical state systems with input-driven transitions
- VFX Management: Centralized singleton
VFXManagerfor effect spawning and cleanup - Data Persistence:
ScoreSystem+PlayerPrefsto save gem progression across sessions
Systems Implemented
✮ Systems Implemented
- Combat: Hitbox detection, damage calculation, knockback mechanics
- Movement: 8-directional top-down movement with dash, stamina cost, and cooldown management
- Boss AI: Coroutine-based ability timing, cooldown handling, and phase transitions (e.g. Necromancer clone phase)
- UI: Real-time health, stamina, and mana bars; pause menu with resume, restart, controls, main menu, and quit
- Audio: Centralized
AudioManagerfor SFX playback




