Student Survivor is a 2D action roguelike crafted in Unity, inspired by iconic titles like Vampire Survivors and Hades. As my first step into game development, this project emerged from a fast-paced development process that challenged me to think creatively and adapt quickly to new tools and concepts. Designed as an educational project, Student Survivor reflects my initial exploration of Unity’s capabilities, balancing technical learning with imaginative design to create an engaging player experience. Here, I’m excited to share some of the unique features that define the game and to showcase the technical layers that bring Student Survivor to life.
Take control as the player, utilizing automated attacks to obliterate waves of randomized enemies, leveling up your character, and unlocking new abilities along the way. Navigate through the levels, collecting consumables to enhance your survival odds. The pinnacle of each level introduces a boss spawning on a timer, compelling the player to amass as much power as possible before the boss arrives.
Explore the diverse gameplay options with three distinct classes in the game, each offering a unique playstyle and providing players with varied ways to experience the game. Every class is equipped with exclusive abilities and individualized stats, ensuring a different gaming experience. Additionally, each class boasts its own set of animations, adding a touch of character and uniqueness to the gameplay visuals.
The game comes with 2 bosses and 11 different enemies spread across 2 levels in the game. The implementation utilizes the concept of inheritance to organize and structure the code, ensuring a high degree of customizability for the enemies. Each enemy and boss is implemented with distinct animations and individualized stats, adding variety to the gameplay. Moreover, the bosses come with different mechanics and phases, keeping the boss fights unique and challenging.
To ensure dynamic progression, I developed a randomized upgrade system for the player character. Upon leveling up, players are presented with a choice of three random upgrades, spanning from unlocking new abilities, enhancing existing skills, to boosting player stats. This system adds an element of unpredictability and strategic decision-making, ensuring each playthrough offers a unique and personalized experience.
Moreover, This project deepened my understanding of shaders as I delved into creating shader graphs for the first time. I designed shaders for both player and enemies, improving visual clarity to distinctly represent various states such as poisoning, freezing, empowerment, or impact.