Game

NO BOSS

A playable dungeon escape prototype combining combat, enemy behaviour, and boss encounter design.

UnityC#FSMTilemapCinemachine
NO BOSS

Overview

What it is

NO BOSS is a 2D top-down action game where the player controls a SWAT-style character trying to escape from a dungeon. The project focuses on building a small but complete combat experience with multiple enemy types, a boss fight, and a simple progression loop.

Who it is for

Designed as a student game development project and portfolio piece for players who enjoy quick action-based gameplay.

Focus

The project aimed to explore how to build a readable and responsive combat loop in Unity while combining enemy AI, level progression, and boss encounter pacing.

My Role

Team

Solo Project

Responsibility

Solo developer responsible for gameplay programming, enemy behaviour setup, level building, animation transitions, camera integration, and audio implementation.

Timeframe

6 weeks

Key Features

Top-down combat

Players use keyboard movement and directional attacks to navigate and fight through the dungeon.

Enemy AI behaviour

Enemies operate through state-based logic, switching between idle, chasing, and attacking behaviours.

Boss encounter

The boss fight includes multiple phases to create a stronger combat rhythm and difficulty curve.

Dungeon level flow

The level was structured to guide the player through combat spaces before reaching the final encounter.

Demo Video

Process / Build

Workflow Steps

  • Designed the gameplay loop and enemy encounter structure
  • Built the dungeon scene using Unity Tilemap
  • Implemented enemy state transitions and attack logic in C#
  • Used Animator for hit feedback and action transitions
  • Integrated Cinemachine for camera follow and gameplay framing
  • Added sound effects and background music to support pacing

Development Flow

The project started from a simple combat prototype, then expanded into a complete gameplay demo with enemy variety, a boss fight, and level progression.

System Thinking

The core gameplay system combines player movement, attack logic, enemy state machines, and level flow to create a short but complete action-game experience.

Challenges

Difficulties

  • Balancing enemy pressure while keeping combat readable
  • Making the player attack feel responsive and clear
  • Structuring enemy behaviour so each enemy type felt distinct

What I would improve

  • Expand player skills and weapon variety
  • Improve the direction logic of spinning attacks
  • Refine damage feedback when the player is hit repeatedly

Result / Reflection

Result

The project resulted in a playable Unity prototype that demonstrates core skills in gameplay programming, enemy AI logic, level setup, and combat encounter design.

Reflection

This project helped strengthen my understanding of action game systems, gameplay iteration, and how to turn a simple prototype into a more complete playable experience.

Next

Future improvements would include deeper combat mechanics, better visual polish, and more refined enemy balancing.

Gallery

NO BOSS screenshot 1
NO BOSS screenshot 2
NO BOSS screenshot 3
NO BOSS screenshot 4

Next Step

Explore the project further through the available demo, source code, or return to the portfolio homepage.