Things I built for fun

Games

Tactical Triangle
  • Built a rock-paper-scissors tower defense in Unity/C# with 3 tower types (Rock Statue, Origami Frog, Metal Soldier) and 3 enemy types (Pebble, Post-it Note, Ore), applying 2x/1x/0.5x damage multipliers per type matchup.
  • Implemented a grid-based tower placement system on a map with real-time mouse-follow preview, range indicators, and a shop panel displaying each tower's damage, range, and cost stats before purchase.
  • Designed 9 hand-crafted 2D sprites across towers, enemies, and a nature-themed map, with movement animations (rolling rock enemies), per-enemy death sound effects, and map-specific background music.
  • Built a tower economy loop with 500-coin placement, per-kill rewards, individual upgrade panels on tower selection, and an exponential wave-scaling system where enemy health, speed, and count increase each wave.
View game
The Escape
  • Built a 3D first-person perspective (FPP) escape room game in Unity, where players navigate a walled environment to collect all items and unlock an escape path upon completion.
  • Designed and reused Wall prefabs to construct the room layout, applying custom concrete textures and BoxColliders to each instance for accurate physical boundaries.
  • Implemented collectable game objects using trigger Colliders to detect player interaction, and destroyed prefab instances from memory upon collection to manage runtime performance.
Cherry Caves
  • Developed a multi-level 2D platformer in GameMaker Studio with custom physics, collision detection, and player mechanics including jumping, climbing, and moving platforms.
  • Implemented a checkpoint/lives system with respawn logic, fall damage, and a 3-HP health pool for recoverable gameplay progression across multiple levels.
  • Designed varied enemies and collectibles including patrolling octopuses, projectile enemies, coins, cherries, and a frenzy power-up with unique player states.
Space Shooter
  • Developed a multi-level 2D space shooter in GameMaker Studio with 3 distinct enemy behaviors: path-following, horizontal oscillation, and player-tracking.
  • Implemented core mechanics including player movement, projectile firing, real-time collision detection, HP/damage logic, and playing/paused/gameover state management.
  • Integrated 20+ sprites including animated enemies (red, blue, UFO, boss variants), player ships, projectiles, and particle effects with directional sprite rotation.
  • Built a scrolling camera system with dynamic player boundary enforcement and progressive enemy difficulty.