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VIRAL SURVIVAL

Platform:
Windows PC
Engine:
Unity Engine
Language:
C#
Tools Used:
Blender, Photoshop, Obsidian
Duration:
1 Month
Completion:
January 2024
Team Size:
4
Role:
Game concept and mechanics,
worm and upgrade systems,
enemy and antivirus systems,
level design and balancing,
UI/UX and gameplay programming.
Overview:
Viral Survival is a rogue-lite reverse bullet hell game where you play as a modular computer worm trying to infect computer chips while surviving an increasingly aggressive antivirus system.
You start with a small worm made up of connected pieces that automatically attacks enemies around you. As you infect chips, you gain upgrades that can make your worm larger, faster, or stronger. The bigger your worm becomes, the more firepower you have, but its size also makes movement more difficult.
The game is built around making decisions about how you grow and when you should sacrifice parts of your worm. Losing pieces can make you smaller and faster, while also changing how much of the screen you can cover with attacks. At the same time, antivirus agents and firewalls continue to appear and make the map more dangerous as the run progresses.
The idea was to combine the familiar feel of a snake-like game with rogue-lite progression and reverse bullet hell gameplay, while putting the player inside a computer system. Each run is about balancing size, speed, attacks, and survival while trying to infect every chip on the map.
Project Design Goals:
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Create a unique reverse bullet hell experience combining snake-like gameplay with rogue-lite progression.
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Explore size, speed, and sacrifice mechanics to create meaningful gameplay choices.
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Design procedurally generated maps that keep each run different and challenging.
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Create a digital computer environment where the player must infect chips while surviving escalating antivirus threats.
Links:
SCREENSHOTS (FEEL FREE TO USE)


Detailed Info:
Viral Survival is a rogue-lite reverse bullet hell game where Players assume control of a modular worm virus within a computer system, aiming to infect computer chips while contending with escalating antivirus threats. The core gameplay revolves around a worm composed of sphere-like pieces. The worm, starting with two connected spheres, auto-shoots forward and backward at set intervals. Corrupting computer chips, scattered throughout the maps, offers upgrades— either add a piece or boost attack/movement speed. Sticking more pieces means more viral mayhem!
The game incorporates a size dynamic that impacts both advantages and drawbacks. A larger worm results in increased bullet coverage, while a smaller one moves faster and shoots more frequently. Players must carefully consider their upgrade paths, choosing between speed, size, or a balanced approach. The synergies between speed, size, and the sacrifice mechanic offer a deep strategic layer to the gameplay, allowing for diverse playstyles.
Game & Level Design:
Features I designed and worked on for Viral Survival:
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Core gameplay concept and overall game direction
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Modular worm and size-based gameplay
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Upgrade and sacrifice mechanics
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Reverse bullet hell gameplay
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Procedurally generated map layouts
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Computer chip placement and infection objectives
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Antivirus agent and firewall encounters
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Gameplay progression and difficulty scaling
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Player movement and combat flow
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Balancing size, speed, and attack mechanics
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Different playstyles through upgrade choices
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Map intensity and enemy progression
Gameplay Programming (C#):
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Modular worm movement and body piece system
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Automatic shooting system
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Worm size and speed mechanics
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Upgrade and power-up systems
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Sacrifice mechanic
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Computer chip infection system
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Antivirus enemy behaviour
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Firewall spawning and interactions
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Procedural map generation
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Enemy and hazard spawning
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Gameplay progression and difficulty scaling
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General gameplay scripting and system integration
UI/UX & Interactive Systems:
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Main menu and menu navigation
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In-game gameplay UI
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Upgrade and power-up indicators
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Player status and progression feedback
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Gameplay interaction prompts
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UI integration with gameplay systems
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Visual feedback for upgrades and power-ups
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UI elements for communicating gameplay information
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