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A hyper-casual loop with no tutorial. Obstacles, coins, and power-ups have to communicate themselves before the player gets bored.
UNITY / 2D HYPER-CASUAL RUNNER
A 2D WebGL endless runner built at Mindravel Interactive. I worked on gameplay mechanics and the systems around them.

I joined Mindravel as a Game Developer in December 2022. Charles On Chain was already in production, and I worked on the Unity side of the game.
My work covered gameplay mechanics and the systems around them: the runner loop, obstacle and collectible behaviour, power-ups, and enemy encounters.
The art and audio were team efforts; my work was on the Unity and gameplay side. The version on this page is the WebGL build that shipped.
The original Unity WebGL build, running inside this page. It is about 50 MB, so it only loads when you ask it to, and then it is cached.
Runs in your browser. Nothing to install.
The build could not load.
The standalone version is still available: open it in a new tab.
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A look at the game's menu flow, enemy mode, and obstacle encounters.
The constraints that shaped the work, not a feature list.
A hyper-casual loop with no tutorial. Obstacles, coins, and power-ups have to communicate themselves before the player gets bored.
The build is about 50 MB. That is fine on a desktop connection and unforgiving on a weak laptop, so the page only loads it on request.
Runner, enemy encounters, menus, and equipment screens share the same scene and UI. Keeping those transitions predictable mattered.
Environments, collectibles, and costumes were built to be extended without rewriting the core loop.
I have more distance from the project now than I did while building it. Three things I would change:
I'm open to Unity roles and freelance work. Email is the fastest way to reach me, and the contact form on the homepage works too.