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3D Roguelike Dungeon Shooter

A closer look at the app, the systems I owned, and the features behind it.

What the game is

  • A first-person 3D roguelike shooter with a tutorial level, several themed combat levels, and a win and death screen.
  • The core loop: explore a level, find the relic, survive the wave it triggers, and reach the exit portal.
  • Levels are themed rather than generic - Greek ruins, a space station, a medieval keep, and a pyramid each have their own look and enemy mix.

Systems in the game

  • A spawn director that spends a per-room credit budget on spawn cards, so encounters scale rather than being hand-placed one enemy at a time.
  • A buff and debuff manager with stackable timed effects, including burning and frozen states that modify stats while they run.
  • An inventory and item system with rarity colors, tooltips, item cards, and a loot pool that decides what drops.
  • Player movement with mantling, sliding, and a camera holder rig, plus knockback, chain lightning, turrets, lasers, and falling hazards.

How the team worked

  • Three developers working on a shared main branch through pull requests, at 85 merged PRs by the end.
  • Deprecated scenes and scripts were kept in clearly marked folders rather than deleted, so earlier level designs stayed readable.
  • Shared entity systems - stats, attacks, health bars, damage triggers - were factored into a common folder so enemies and the player used the same code.