Developer: Me
Platforms: Google Play
Genre: Arcade | 2D 
Engine: Unity 
Detailed Documentaion: GDD | Game Dev Process | 
Duration: 1 Month

Responsabilites

I was responsible for the entire ideation and documentation of the game, as well as maintaining the development log throughout the project. 
I developed all in-game movements, attributes, status systems, state machines, and routines such as enemy spawning, power-up spawning, and event triggers.
I also designed and implemented all boss fight mechanics, ensuring dynamic and engaging encounters. 
Additionally, I created the game's UI using acquired assets and handled in-game asset adjustments, including assembling environments, setting up animation sequences, resizing, and color adjustments.
Finally, I applied all feedback from playtesting to refine and polish the game prior to launch.
From sketch to life
          Since the goal of the game was to be simple and easy to play on mobile devices, the creative focus was placed on the enemies. Different movement patterns were designed to create the core challenge within the game.

          For those interested, you can access the complete documents here:
Boss Fight
          Each boss in the game features a unique mechanic, requiring players to time their attacks, demonstrate quick reflexes, and maintain agility.

Helicoprion: Moves back and forth from left to right. Players must hit it a certain number of times before it attacks. As its health decreases, it moves faster and endures more attacks.

Anglerfish: Disappears in the darkness and reappears briefly after a few seconds. If not attacked in time, it will attack the player. With lower health, it reacts more slowly, more lights appear, and an incorrect attack increases its aggression.

Harpy: Moves randomly and dives to attack after a while. It can only be attacked during its dive. As its health decreases, a cloud descends, obstructing the view and reducing reaction time.
Problems resolutions

Here are some issues identified during playtests and their resolutions (highlighted):

Player has not a good time window to deal with all creatures on screen when it comes from the side of the boat.
          Possible solutions:
                    - Remove side area from spawners
                    - Validation inside mobs movement.

Life bar is not clear about current life amount left
          Possible solutions:
                    - Indicative numbers
                    - Divide into smaller bars
                    - Hearts (Zelda)

Monster quantity on screen can’t be excessive, player needs to have a proper time to deal with all enemies
          Possible solutions:
                    - Limit monster quantity on screen at the same time
                    - Create a sequenced spawn routine
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