What the build is about.
Survive waves of enemies across staged arenas. The run ends when enemies touch the stronghold; each stage controls how many enemies spawn and how the pressure escalates.
A Unity combat-system project focused on enemy waves, predictive targeting, and reusable runtime objects.
Archive captureUnity
Public build and repository available.
Survive waves of enemies across staged arenas. The run ends when enemies touch the stronghold; each stage controls how many enemies spawn and how the pressure escalates.
Deviloper is built around defending a stronghold through staged enemy waves. The run becomes harder as each stage changes the number of enemies and the pressure placed on the player’s defences.
Combat is shaped by a predictive AimBot, an electric fence that slows enemies, and an aura that deals damage at close range. Coins feed back into upgrades, while health restores the stronghold and keeps the defence loop active.
Keep repeated waves and escalating pressure readable while avoiding unnecessary runtime object creation.
Stage properties control the encounter flow, while object pooling, factory spawning, and predictive targeting support the combat loop.
A public playable build and repository let visitors inspect the game and its implementation context.
Public captures, repositories, playable builds, and project links are collected here where available.