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slasher
2018 · Solo project, built during National Service
A side-view 2D wave survival game with run-based meta-progression. Each run drops the player into a pixel-art desert arena to survive successive enemy waves while managing health, ammo, and a hazard-laden platform layout. Runs end, but progress doesn’t: points earned carry into a persistent upgrade and shop system, and lifetime stats — total points, highest wave cleared, total enemies killed, total runs, total playtime — persist across sessions, with a share hook for posting results.
Written solo, start to finish, in downtime during National Service.
Role and responsibilities
Everything — design, programming, and integration:
- Wave system — enemy spawning, wave escalation, and run termination
- Combat and movement — platforming, hazards, health and ammo economy
- Meta-progression — persistent currency, the upgrade tree, and the shop
- Save/stats layer — lifetime statistics persisted between sessions
- Front end — menus, HUD, pause flow, and social share
Learning outcomes
- Carrying a game from blank project to shipped build alone, with no one to hand blockers to
- Designing a retention loop — why per-run failure has to feed permanent progress to stay motivating
- Scoping realistically against limited, irregular free time
Media
| File | Description |
|---|---|
misc/Slasher v1.mp4 |
Gameplay video |
misc/Slasher 01.png – misc/Slasher 03.png |
In-run screenshots — wave counter, health bar, ammo |
misc/Slasher 04.png – misc/Slasher 06.PNG |
Menus, lifetime stats, upgrade and shop screens |