Inspiration

I wanted a game with fast strategic thinking as well as progressive development, where every decision matters. Taking cues from turn-based RPGs like Pokémon and the roguelike idea of Slay the Spire. I wanted to create a combat system in which players mutate and evolve to survive in a post-apocalyptic world. I also wanted a new gameplay cycle that fused established systems with new but intuitive systems.

What it does

Eggstinction is a turn-based strategy RPG where you control an altered egg fighting through waves of enemies and bosses. As the player progresses, they gain and level up mutations, attack moves, healing abilities, and defensive resistances, that shape their playstyle. In boss battles, the egg cracks open, releasing its potential before reconstituting into an egg ready to start a new generation. Bosses have unique mechanics and damage/healing variables, so each playthrough is unique and rewarding.

How I built it

I used all of the fundamental systems with Unity (C#)implementing all major systems from scratch, combat UI, movement on the map, mutation upgrades, enemy AI, and turn logic. The game features a selection system for mutations, branching narratives, animated bosses, and responsive enemy states. I made extensive use of Unity's prefab, animation, and UI systems in an effort to manage complexity while preserving flexibility. Bosses are fully animated, players interact with mutations using interactive menus, and the map system stores state between runs. All of this was enacted and implemented to function smoothly across various scenes.

Challenges I ran into

Balancing the mutation system was the toughest part. Mutations don't have cooldowns, so they had to be strong without being imbalanced. Implementing enemy AI from scratch was difficult too, it had to be responsive, not full of bugs, and not predictable. Synchronizing animations, UI transitions, and logic between systems also took longer than expected and required more debugging.

Accomplishments that I am proud of

I was extremely proud of making the mutation system scene-aware, building a multi-path map with state that carries over, and making game logic and animations align were all enormous achievements. It was also a learning experience to have this many systems that depended on each other, figuring out map navigation with saved state, and getting animation triggers aligned with game state all were massive achievements.

What I learned

I gained experience in architecting bigger systems in Unity with long-lasting game state, cross-scene UI, and multi-layered turn-based logic. I gained a better understanding of Unity's event system, animator controllers, and prefab workflow. Solo development pushed me to stay organized and come up with solutions for gameplay, design, and implementation.

What's next for Eggstinction

With more time, I'd expand the mutation pool, add elite battles and stores to the map, and polish the visual and audio aesthetic of the game. I'd also enjoy incorporating saving and loading options for longer runs and exploring greater synergy between mutations. Long-term, my dream is to make Eggstinction a full roguelike game, like Original Pokémon but remade for the 21st Century. Eggstinction had the potential to become a full roguelike with even more strategic depth and mutation synergy.

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