Context
Problem
A focused prototype for learning roguelike loops: procedural pressure, run-based progression, and tight shooting inside a pixel-art frame.
Approach
Solution
Built in Unity 2022.3 with C#, the game pairs pixel-art combat with a roguelike structure of escalating encounters, published as a playable build on itch.io.
Features
- Run-based roguelike progression
- Pixel-art enemies and environments
- Twin-stick-style shooting
- Playable build on itch.io
Architecture notes
- Encounter and spawn logic is data-driven so runs vary without code changes.
- Combat, movement, and UI are kept in separate Unity systems.
Challenges
- Tuning difficulty escalation so runs stay tense but fair.
Outcome
A playable pixel roguelike prototype published on itch.io.
What I learned
Lessons learned
- 01Roguelike tension comes from pacing, not just enemy count.
- 02Shipping a build to itch.io forces real finish work a repo never demands.
Next steps
Next steps
- 01Add more enemy archetypes
- 02Expand run modifiers
- 03Capture gameplay footage