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Prototype snapshot · Independent project

Platformer

An unfinished Unity prototype about a small sorcerer fighting through a layered monochrome world, built to explore responsive platforming and combat.

Platformer gameplay showing the sorcerer attacking across a layered rooftop environment.
Role
Solo Developer
Status
Unfinished prototype
Technology
Unity · C#
Focus
Movement · Combat

Overview

Building the beginning of a platformer

I started this project during an ASU winter break with the goal of making a compact action platformer. The player controls a small sorcerer who moves through the environment, jumps between platforms, and uses a primary attack against enemies.

The prototype progressed far enough for me to begin programming its first boss encounter. As my available time decreased and my interest shifted toward VR development, I chose to stop production rather than overstate the project’s scope. The playable work remains a useful record of my early gameplay-programming development.

Gameplay systems

A small but complete combat foundation

The prototype established the essential systems needed to test traversal and encounters before expanding into a larger game.

01

Character movement

Horizontal movement and jumping support navigation across multi-level platforms and gaps.

02

Primary attack

A player-controlled attack connects movement with enemy encounters and positioning decisions.

03

Encounter progression

Regular foes created the combat baseline, while early boss programming explored a larger structured challenge.

Development evidence

From traversal to encounters

These surviving development images show the playable environments, character movement, and combat work completed before production stopped.

Takeaway

Learning when to change direction

This project helped me practice the core loop of implementing, testing, and tuning character mechanics inside a real level. It also taught me that a prototype can still be valuable even when it does not become a finished release.

Choosing to stop allowed me to pursue VR development, while the systems and environments I completed became experience I carried into later projects.