Executed within a strict 7-day development sprint, this project focused on the fundamentals of game logic and scope management. The objective was to produce a complete, single-screen arcade experience using primitive shapes to prioritize mechanics over aesthetics. 

The objective was to deconstruct a linear narrative and rebuild it as a non-linear, player-driven experience. This project explores the architecture of branching storytelling, focusing on state management, variable tracking, and the illusion of choice.
As part of an intensive rapid-iteration cycle (three engines in three weeks), the objective for this sprint was to adapt to a new development environment—GDevelop—and implement precise interaction mechanics. The focus was strictly on mastering the event-based logic system to handle complex collision states.
Developed within Stencyl, this top-down survival prototype implements a complete health logic loop. Beyond simple damage states (dodging projectiles), the system features complex variable interactions: 'Grapes' restore current health, while 'Watermelons' modify the global variable to increase Maximum Health. The game is designed as an infinite survival loop, testing the player's ability to manage these resources against increasing difficulty.
Completing this project marks a successful transition from 'no-code' environments to full engine architecture. It validates the ability to adapt to a professional workflow—mastering the node system and shipping a functional build in a complex new engine in under 7 days.
About This Project
In software development, the first version is rarely the final one. For this sprint, the objective shifted from 'Rapid Prototyping' to 'Iterative Refinement.' The challenge was to revisit the Week 5 source code, analyze technical debt, and implement a significant quality-of-life overhaul based on user testing and instructor critique.
Designed within a strict 7-day sprint, the objective was to engineer a high-stakes gameplay loop centered on a single variable: Time. The design brief required moving beyond standard health or score systems to create a mechanic where time itself is the primary currency.

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