INSTRUCTIONS:

Moving the Ship: Move the mouse

To accelerate: Hold Left Shift

To Shoot: Left-click the mouse

I’ve always been captivated by space. The silence, the scale, the mystery of it all - it sparks a sense of wonder and isolation that feels oddly comforting. That feeling became the seed for Voidbreaker, a 2D space shooter game I created. It’s more than just a game; it’s a game where there's chaos, there's rhythm, and there's a challenge: Unity became my blueprint, and Voidbreaker became my canvas. 

I began by getting comfortable with the Unity interface - setting up scenes, importing assets, and understanding HOW EVERYTHING LINKS TOGETHER. This stage was crucial, not only for the game but for me as a person (remember this tip!) 

From there, I designed a visually captivating space backdrop, something to entice people in from the first moment they pressed “Play”. 

Next came the core: the player ship. I created smooth movement mechanics with rotation, screen boundaries, and a responsive control system. It was important that it felt tight and satisfying to fly, not floaty or slow. 

The shooting system followed soon after: fast-firing lasers, bullet dynamics, and the joy of watching explosions under well-timed shots. 

What began to shape Voidbreaker into a proper game were the systems behind the scenes: A health and damage system to introduce risk and consequence. Power-ups that gave a sense of progression and excitement. Enemies with diverse attacks were introduced through an advanced enemy spawner that kept each wave feeling fresh and unpredictable. 

I paid close attention to the immersion as I added crisp shooting sounds, explosive VFX, and impact feedback so that every interaction, whether you were hit or hit something, felt punchy and satisfying. 

To complete the experience, I effectively designed a simple UI - a score system, health bar, game over screen, and a sleek main menu. I wanted Voidbreaker to feel complete, not just like a tech demo, but a game someone could sit down and enjoy. 

The final layer was the sound design. The background music matched the game's intensity because I wanted people to feel what space would be like: SILENCE. This little touch brought the whole world of Voidbreaker together

Comments

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simple but not bad, I liked it!

Thank you!