As the project lead for Sluggerpunk, I oversaw all facets of game development. In addition to providing leadership, my responsibilities spanned production, design, development, art, sound, and music.
My primary focus was to create a unique combat experience for players, and we achieved this through very interested game mechanics that interplay with each other to create a great sense of control within how the players approached combat scenarios.
Enemy design was also one important aspect I focused on to keep the game interesting at all times, since many enemies would counter player choices in terms of which items they used or how they handled situations.
I was responsible for developing several key systems for Sluggerpunk. Among them were the equipment system, an Action-RPG-inspired item equipping menu that allowed players to assign items to different parts of their bodies to gain unique skills, and the Soda Mixer Station, which featured an innovative user interface resembling a real-life soda machine. This menu enabled players to mix flavors and craft consumables that granted temporary effects, chosen by the player before starting a run.
Sluggerpunk Demo
Originally the gameplay for Sluggerpunk followed a more linear structure, with predetermined start and endings to the levels.