Reaction timing
A random draw signal and early-shot penalty make precise timing the core of each duel.
UNITY / WEBGL REACTION-DUEL MVP
A browser-based Phase 1 prototype created to validate a fast, signal-based reaction duel before future expansion.

I built the gameplay loop and supporting systems for this Unity WebGL MVP: reaction timing, a random draw signal, early-shot penalties, a computer-controlled opponent, and win/loss flow with quick rematches.
I also implemented the gameplay UI, menu screens, shooting animation, muzzle flash, hit feedback, audio integration, and browser build delivery.
A short gameplay overview of the Phase 1 prototype.
A random draw signal and early-shot penalty make precise timing the core of each duel.
A computer-controlled opponent uses its own reaction logic to create a repeatable single-player duel.
Shooting animation, muzzle flash, hit feedback, and audio make the outcome clear at a glance.
Win/loss flow and rematch controls keep the prototype focused on repeatedly testing the core loop.