Save the Boat
Arcade · Casual · 2D · Mobile
A fast-paced mobile arcade game focused on players speed with enemy patterns and boss mechanics.
Project Snapshot
- Developer: Talking Capybara [Solo Dev]
- Engine: Unity
- Time on project: 1 month
Links
Core Combat & Boss Systems
Game Design · Systems Design · Enemy AI
🟥 The problem
The game needed to remain simple and mobile-friendly while still offering depth and increasing challenge.
The core gameplay relied entirely on enemy behavior patterns, meaning variety and progression had to emerge from movement logic rather than complex mechanics.
🟨 What I did
I designed and implemented all combat systems and enemy behaviors.
- Developed enemy spawning logic and difficulty scaling
- Designed unique boss mechanics with pattern vulnerabilities
- Implemented health-based behavior changes and escalation logic
- Built state machines for enemies, bosses, and event triggers
Each boss introduced a distinct mechanic:
- Timing based vulnerability windows
- Visibility manipulation
- Reaction based dive attacks
- Aggression scaling tied to HP thresholds
🟩 Result
- High gameplay variety using simple core mechanics
- Progressive difficulty without increasing mechanical complexity
- Strong boss identity within a minimalistic arcade structure
Systems Implementation & Gameplay Architecture
Unity · State Machines · Event Systems
🟥 The problem
As a solo developer, all gameplay systems needed to be modular and maintainable to support rapid iteration within a short production timeline.
🟨 What I did
I designed and implemented all combat systems and enemy behaviors.
- Built player movement and attribute systems
- Designed event spawn routines for enemies and power ups
- Implemented state machines for combat behaviors
- Structured reusable spawning logic and trigger systems
- Assembled UI and adapted visual assets
🟩 Result
- Clean gameplay architecture supporting rapid iteration
- Stable enemy scaling and event difficulty control
- Solo production cycle within one month
Technical Structure
- Used ScriptableObjects to define enemies, events, and gameplay parameter
- Applied inheritance patterns for enemies, items, and event behaviors
- Implemented real-time spawn direction control and event-based spawning logic
Difficulty & Spawn Tuning
- Sequenced progressive enemy spawn routines
- Pacing control based on speed and quantity
- Adjusted time windows for reaction
Playtesting & Iteration
- Identified issues through testing and debug
- Adjusted spawn validation and control
- Fast adjustments for rapid iterations