

Main Game Flow
As a solo project, I built the entire gameloop. That involves scene structure, match managers, UI, player state controllers etc.
I also created all the pixel art sprites present in the game.
Leaderboard
Using Playfab and Azure, I implemented a live leaderboard across any device playing the application. Players can register their topscores for everyone else to see.


Mobile Friendly Measures
As a mobile project, I had to focus on performance where I could for a smooth gameplay. That included using a Pooling system for spawning objects, compressing textures and sound source files, and adjusting resolution and fps to optimize the gameplay experience. Every feature had to be created having this mentality.
Perfect Hits
I created a score system which had bonuses from hitting obstacles like shuriken and kunai. Hitting them with high precision awarded the players with a 'perfect hit' effect, with distinct slow motion, vfx and sound feedbacks. Besides the satisfying game feel, perfect hits awards players extra score.


Difficulty Progression Curve
I designed the matches to gradually increase their difficulty over time, with obstacles speed and spawn rates growth curves.
Focus Action
Besides basic actions like jump and slide, I implemented an additional skill button, 'Focus', which slows time down and rewards players that hit consecutive perfect hits with more precision to avoid obstacles.




