Slasher

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.pngmisc/Slasher 03.png In-run screenshots — wave counter, health bar, ammo
misc/Slasher 04.pngmisc/Slasher 06.PNG Menus, lifetime stats, upgrade and shop screens