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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.


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 Enemy class with inheritance hierarchy; Boss1 and Boss2 override behavior for unique attack patterns
  • State Machines: Player and enemy behavior driven by hierarchical state systems with input-driven transitions
  • VFX Management: Centralized singleton VFXManager for effect spawning and cleanup
  • Data Persistence: ScoreSystem + PlayerPrefs to 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 AudioManager for SFX playback