A Simple Endless Arcade Runner where you will maneuver to avoid obstacles while obtaining points for your new high score.
Description: A 2D Simple Endless Arcade Runner
Duration: November 2021 - January 2022
Engine: Unity Engine
Scripting Language: C#
Platform: PC Windows
My Role: Game Designer & Developer
Publishing the game on to Itch.Io platform.
I designed the games UX/UI which follow a theme of specific colors & design.
I created the UI pixel art using Aseprite.
I Designed & balanced the Two lane and Four lane Modes as well as the newest game mode addition, Collect Mode.
I have Designed & Implemented various systems which include the player Movement system, Score system, Health system, and Collect system.
I conducted playtesting and iterated the games mechanics and features based on feedback.
Designing & balancing of the game including enemies speed, spawn rate, wave speeds, and score & health systems.
I worked on scripting and Implementation of a toggle button for muting the games audio and a toggle for setting the game to Fullscreen or windowed mode.
I scripted and implemented a button to toggle for full screen or windowed mode.
I created a Invulnerable mechanic so the player doesn’t take damage right after they have just taken damage. This includes audio and visual feedback so the player knows that they are invulnerable.
Collect Mode Gameplay Video
This is gameplay from the collect mode in the game. This mode is where u must avoid obstacles by changing lanes while trying to collect coins to increase the score.
Code Sample & Mechanic Design
Design Problem: The Random Obstacle Spawner not choosing to spawn in a lane for a long period of time and the player is able to gain a lot of points without moving or interacting.
My Design Solution: I created a timer count of float called “_timeAtMovePoint” on my Player Controller script that counts per second. When the player enters a lane the timer starts counting and once it reaches a chosen limit, (which is a variable on my obstacle spawner script called “playerMaxTimeAtSpawnPoint”) the obstacle spawner will spawn an enemy in that lane.
Effect on Gameplay/Player after playtesting: The player does not feel bored since the enemy will prevent the player from staying in a single lane for too long. This also made the player move to other lanes constantly keeping the player engaged in the gameplay loop.