Dawngeon was my high-school passion project. I spearheaded development in Unity and C#, prioritizing mobile-first UX and tactile feedback. This was my first time making music, designing levels, and fielding real user feedback.
Dawngeon was my high-school passion project. I spearheaded development in Unity and C#, prioritizing mobile-first UX and tactile feedback. This was my first time making music, designing levels, and fielding real user feedback.
• Solo developer — Unity / C#, released on the iOS App Store
• Programmer — weapons, enemy AI state machine, procedural dungeons
• Designer — cooking system, story mode, handcrafted pixel levels
• Artist — pixel art and music
• Solo developer — Unity / C#, released on the iOS App Store
• Programmer — weapons, enemy AI state machine, procedural dungeons
• Designer — cooking system, story mode, handcrafted pixel levels
• Artist — pixel art and music
21M App Store impressions.
140,000+ downloads worldwide.
4.6 / 5.0 rating.
Charted #130 in the App Store Adventure category.
21M App Store impressions.
140,000+ downloads worldwide.
4.6 / 5.0 rating.
Charted #130 in the App Store Adventure category.
Weapons: As a roguelike adventure, weapons and projectiles are crucial to Dawngeon. It's a way to make each run unique, and combining unique weapons, items, and upgrades allows for crazy combos.
Weapons: As a roguelike adventure, weapons and projectiles are crucial to Dawngeon. It's a way to make each run unique, and combining unique weapons, items, and upgrades allows for crazy combos.
AI: I programmed pathfinding, decision-making, and combat tactics layered on a state machine. The state machine has three simple states: patrol, chase, attack. This was only made possible by watching and learning from countless Brackeys videos.
AI: I programmed pathfinding, decision-making, and combat tactics layered on a state machine. The state machine has three simple states: patrol, chase, attack. This was only made possible by watching and learning from countless Brackeys videos.
Procedurally generated world: I programmed a dungeon generator that composes modular rooms, enemy distributions, and item placements differently every run. As replayability is the genre's promise, this was one of the crucial gameplay features.
Procedurally generated world: I programmed a dungeon generator that composes modular rooms, enemy distributions, and item placements differently every run. As replayability is the genre's promise, this was one of the crucial gameplay features.
Cooking: I conceptualized and implemented a cooking system. Inspired by Legend of Zelda BOTW, players can combine ingredients found in the dungeon into meals that heal and hand out buffs.
Cooking: I conceptualized and implemented a cooking system. Inspired by Legend of Zelda BOTW, players can combine ingredients found in the dungeon into meals that heal and hand out buffs.
Narrative: I designed the entire narrative of the game. I developed a story mode which mixed roguelike gameplay and cutscenes in my handcrafted 2D pixel world.
Narrative: I designed the entire narrative of the game. I developed a story mode which mixed roguelike gameplay and cutscenes in my handcrafted 2D pixel world.