Game Synopsis
Raidboss Orb is a 2D bullet hell/resource manager made in Unity.
Survive against a random boss to earn coins and have fun. Damage the boss to cause
a posture break, or focus on managing resources. Surviving long enough will grant the player boons
to choose from and increase the difficulty of the next boss. Manage character specific resources and synergize with
mechanics in the map to survive threats and earn coins. Unlock new characters and new features with coins.
When a run is started, the player will receive a few houses in the resource list.
White houses can be turned into other houses by using abilities or boons at the end of rounds.
Green houses heal the player, red houses attack the player. Each character uses houses
differently as an important resource.
Coins are the fundamental motivator for playing the game, allowing players to unlock
new characters and features to choose from. Features add new mechanics
to the game that can either help or challenge the player. Planned features are
weather conditions, terrain hazards, modifiers, and new resources to manage.
Characters
The first character is Orber. Designed to ease players into
the core mechanics of the game. Generate orbs and convert them into shields or
attacks. Control homing minions, fire a railgun, pommel the boss to farm
posture breaks.
The second character is Zealant. Spread propaganda throughout the town to
convert white homes into holy homes.
Zealant fights with barriers and worship.
The third character will be Mechanic.
Mechanic gathers scrap to create machines and upgrade
the village to withstand the torrent of attacks.
Grimkaldte; General of Hell.
The first boss. They use demonic magic to conjure minions and bombard the player with
explosive attacks.
Abyssal Wretch; The Kraken.
The planned second boss. A kraken barely holding a maintainable form, begins swallowing
the playing field in an ocean hazard over its duration. Fights with
powerful ancient magic and its kraken form.
Experience
Raidboss Orb was my first Unity project after college. The project started as something to keep my
skills honed and pass the time, and evolved into a game I want to upload to itch.io or maybe
steam after a lot more work. After a few months i decided it would be for the best for the game if I
cut out a ton of mechanics and move the game in a better direction.
As of writing this, I put the project on pause to focus on getting ready for employment.
There is very little audio added in the game, Orber is done, Grimkaldte is mostly reworked but needs
new movement code, Zealant only has 2 moves, there are no features to purchase in the shop,
and the boon system has yet to be developed.
This is my most impressive project in my opinion and it will keep growing when I return to it in my free time
after I get a job.