A 2D roguelike created in unity focused on timing-based combat inspired by Punch-Out, featuring modular enemy design and scalable gameplay systems
Features:
Combat System – Timing-based player attacks, hit detection, and enemy response logic
Enemy AI – State-driven behavior system with configurable attack patterns
Upgrade System – Modular upgrades affecting player stats and abilities
World Map System – Traversable level map with node-based progression
UI Systems – Dynamic UI for combat feedback and player progression
Content Pipeline – Designed for scalability (currently 1 act complete, 2 in development)
Tech:
- Unity (C#)
- Implemented Scriptable Objects to:
- Define enemy data and attack patterns
- Enable rapid iteration without code changes
- Support scalable content creation
- Designed systems with modularity and extensibility in mind
- Developed a lightweight animation workflow using a “paper puppet” system
My Contributions Jameson:
-Sole programmer on the project
- Designed and implemented:
- Player combat system
- Enemy AI architecture
- Upgrade system
- UI systems
- Created custom tools using Scriptable Objects to streamline development
- Developed and implemented 2D puppet-style animations
- Created original sprite assets for enemies (e.g., Sea Lion enemy)