Dark Descent
Part of Futuregames 2024 – Game Project 2. Built in collaboration between students in Sweden, Poland, and Turkey.
See The Original Page & Download Game : Dark Descent
Dark Descent
Action-roguelite with spells, minibosses, and tight moment-to-moment combat.
Fight through the depths using responsive controls, tactical dashes, and a growing spell kit—then survive the minibosses that guard each layer.
Core Features
- Snappy player controller with dash (i-frames & cooldown), cursor/movement-based facing.
- Spell system: targeted smites, AoE bursts, heals, debuffs (blind/damage reduction).
- Miniboss encounters with phase-based projectile patterns (spread vs. homing).
- Collectibles & drops for health/mana, with guaranteed fallback spawns.
- Diegetic health bars in world-space for clear combat readability.
- Mobile support: fake cursor, UI scaling, and gamepad-style interactions.
Controls
- Keyboard/Mouse: WASD to move, Dash on key, Aim with mouse, Click/Key to cast.
- Mobile / Gamepad: Left stick move, Right stick fake-cursor aim, Button to cast/dash.
My Role (Game Programmer)
I owned core gameplay feel and several systems across input, combat readability, mobile UX, and utilities:
- Player Controller — movement, dash (cooldown & collision ignore), facing logic.
- Mobile Implementation — controls, UI adjustments, porting polish.
- Fake Cursor — right-stick driven cursor with clamp & smooth fade in/out.
- Spells — Smite (targeted AoE) and Holy Light (damage + blind + heal).
- Mini-bosses — Cain + Ranged enemy: attack cycles, spread/homing swaps, timings.
- Enemy Health Bars — world-space UI that spawns/updates/cleans itself.
- Info Box UI — hover/click tooltips with ScriptableObject data; mobile-scaled variant.
- Collectibles — pickup handling and a drop-rate spawner with guaranteed drop logic.
- Coroutine Handler — singleton utility to run coroutines from non-MB contexts.
Key Scripts (selection)
PlayerController.cs— movement, dash, facing.CollectableHandler.cs&CollectableSpawner.cs— pickups & drop tables.HealthBar.cs— world-space health UI lifecycle.MiniBoss_Cain.cs/MiniBoss_RangedEnemy.cs— phases, spreads, homing shots.InfoBoxData.cs/InfoBoxManager.cs/MobileInfoBoxManager.cs/UIElementInfo.cs/ClickableInfoButton.cs— data-driven tooltips (desktop & mobile).FakeCursorController.cs/RightStickRelease.cs— gamepad-style aiming & triggers.CoroutineHandler.cs— lightweight async helper.SmiteCast.cs/HolyLightCast.cs— damage, debuffs, healing.DestroyObjectOnClick.cs— testing utility for spawn flows.





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