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.
  • SpellsSmite (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.

StatusReleased
PlatformsHTML5
AuthorKenanege
Made withUnity

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