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ROLE

Solo - Designer & Programmer

Castle Crawler is a 2D dungeon crawler where the player awakens to find their home overrun by monsters, and must fight through the castle using new armour and weapons to survive. The project was developed under simulated client constraints, including the use of a very limited tile set, which pushed me to be resourceful in both design and implementation.

YEAR

2020

GENRE

Dungeon Crawler

GAME ENGINE

Unity

HIGHLIGHTED SKILLS

C#, Gameplay Programming, Sprite Art

PLATFORM

PC & Web

Features

Design

Challenges & Solutions


  • Visual variety with limited assets: Overcame the restricted tile set by layering multiple tiles and experimenting with Unity’s early 2D lighting system, giving the environments depth and atmosphere despite minimal resources.


  • Combat design: Implemented a turn-based combat system where enemies chase the player when within a detection radius, then engage in battles featuring RNG-driven damage ranges. Added a timing-based attack mechanic for players, introducing skill and precision into otherwise simple exchanges.


  • Inventory & equipment system: Designed and programmed a modular inventory and equipment manager, allowing players to swap gear seamlessly and laying groundwork for scalable item progression.


  • Persistence: Built a save/load system so player progress could be maintained across sessions, ensuring replayability and continuity.


Reflection


This project taught me how to work creatively within strict technical and artistic limitations, and how to design systems (like the inventory manager) that are flexible and reusable. I also gained experience in building core gameplay loops (enemy AI, combat, loot), and balancing randomness with player skill to keep encounters engaging.

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