Project Overview
The demo drops the player into a confined arena as a dwarf mage wielding magical weapons. Enemies spawn continuously, so the player must keep moving and positioning to survive.
The roguelike element comes from a progression system that evolves differently each run:
- Dynamic Leveling System - Defeating enemies grants XP, which triggers level-ups. At each level-up, the player chooses from randomized upgrade options.
- Upgrade Variety - Upgrades can enhance attributes like stamina or critical strike chance, grant new passive effects, or unlock entirely new abilities. Every ten levels, the player gains a new weapon/skill slot, expanding their arsenal.
By combining auto-shooter mechanics with roguelike progression, I was able to showcase how GAS can manage evolving, data-driven gameplay in a clean and scalable way.