Outgunned is a 2d metroidvania-style platformer. The player starts with a basic jump, but then unlocks a double jump, and then a crouch. I envisioned the game to have enemies that would have various attacks that could be turned against themselves, as the player does not have any means of directly attacking. I created an initial prototype several years ago for a game jam, where the enemies shot targeted missiles, so the player had to dodge them to have them hit the enemy who fired them. When I expand on this concept further, I would like to add additional methods, such as enemies dashing into spikes, setting fire to explosives, and other methods.
Jump Code
The player can theoretically jump any number of times, but Max Jumps is only set to 1 initially and 2 later on.
Crouch Code
The player is able to crouch only when on the ground and if they have unlocked the ability. Crouching reduces the player to half their original height to allow passage through 1 block tall gaps.
I feel it does demonstrate proficiency in Unity, C#, and 2D. Collision and movement is better than my prototype, where it felt like the player always had extreme ice physics applied. The world also used to be very blurry, but I improved the pixel art and imported it so that it wasn't distorted by the engine. The main challenge I had was simply relearning the engine after years of not using it, but I overcame it by the end.

I selected this item as I felt it showcased my mastery of the Unity Engine and my ability to create 2D graphics.

This project demonstrates my ability to program in C# and demonstrates my ability to utilize Unity. Outgunned demonstrates my skills in 2D graphics and design specifically with the pixel art that makes up the level.

After my instructor first reviewed this and provided feedback, I proceeded to refine the code to make it more optimized to improve performance.
Outgunned
Published:

Outgunned

Published: