Fight waves of ragdoll archers, build combinations through upgrades, and push through configurable levels and boss encounters. Currently in development, on Android and Web.
What it is built around
This is as much an architecture exercise as a game. The whole thing is client-server from the start - player accounts, cloud saves, leaderboards, analytics and remote config all live behind my own ASP.NET backend, so the game does not depend on a hosted service to have progression.
Physics and gameplay
- Physics-based ragdoll archers with responsive aiming and shooting
- Projectile physics with penetration checks, collisions, sticking and body interaction
- Configurable roguelike upgrade system with stacking stat modifications
- Parameterized level generation, 100+ levels
Architecture decisions
- Shared archer architecture. Player-controlled and AI-controlled archers use the same body and combat systems. Input and AI only decide which commands to send. This prevents duplicated gameplay logic.
- Physics controls, not direct transforms. Force-based movement on rigidbodies, to preserve physical behavior while keeping aiming responsive.
- Config-driven gameplay. Levels, waves, enemies and progression values are separated from gameplay code, so balancing and content iteration are fast.
The point of all three: adding a new enemy, upgrade or boss extends the system instead of rewriting core gameplay.