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Published Games

2D Space Shooter

PROJECT SUMMARY

Fast-paced 2D space shooter with wave-based enemies, power-ups, and a dynamic boss fight. The game combines strategic resource management with responsive controls and escalating difficulty.

Implemented Features:

  • Player movement (WASD) and shooting (Space) with limited ammo system

  • UI for health and ammo

  • Animated player character and enemies

  • 6 unique power-ups (e.g. diagonal shot, homing shot, health)

  • 4 enemy types with distinct behaviors:

    • Circling

    • Zigzag movement

    • Dodging

    • Ramming the player

  • Enemies shoot Powerups infront

  • Final boss with 3 unique attack patterns

  • Wave manager that:

    • Randomizes enemy waves

    • Controls spawn frequency of power-ups (rarer powerful ones, health only on damage)

  • Screen shake effect on damage

  • Highscore tracking

  • WebGL build for browser play

Spacebase Environment

PROJECT SUMMARY

A sci-fi environment built with the Universal Render Pipeline, featuring dynamic lighting, post-processing, and light probes to create a visually rich and immersive space station atmosphere. Also explored the High Definition Render Pipeline (HDRP) to experiment with advanced lighting and visual fidelity.

Implemented Features:

  • Universal Render Pipeline (URP)

  • Dynamic lighting for realistic illumination

  • Post-processing effects (e.g. bloom, color grading, vignette)

  • Light probes for accurate lighting on dynamic objects

  • Reflection probes for realistic surface reflections

  • Custom PBR materials using emission, roughness, and metallic maps

  • Modular scene layout for flexible environment design

Cinematic Space Pilot

PROJECT SUMMARY

A dynamic game where you pilot a spaceship with fluid, arcade-style movement. The project features engaging cutscenes and versatile camera setups to create an immersive flying experience.

Implemented Features:

  • Spaceship Controls:

    • 2D movement: up/down, left/right

    • Three distinct speed settings

  • Cinematics & Camera Systems:

    • Opening cutscene

    • Switchable cockpit and third-person cameras

    • Automatic cinematic camera mode after 10 seconds of inactivity, cycling through 5 different cameras:

      • One with advanced post-processing for vibrant colors

      • One animated camera

      • One with an extension effect for rapid zoom

      • One featuring camera shake and star color effects

  • Event-Driven Cutscenes:

    • Triggered by passing through a red box: a unique camera view, a large spaceship emerging from hyperspace, and an accompanying particle effect

    • End cutscene when reaching the large ship, with a multi-camera sequence showing the player ship docking and the big ship re-entering hyperspace

  • Sound Integration:

    • Immersive audio effects supporting gameplay and cinematic sequences

BakenBreak

PROJECT SUMMARY

In Bake and Break, you play as Alex the Baker on an epic quest to recover stolen, treasured recipes. Using your baking skills, you craft a variety of unique weapons, ranging from chili powered fiery attacks to ice based freezing effects. The game mixes fast-paced action with strategic planning in a roguelike structure, where you explore procedurally generated rooms and battle waves of enemies.

Implemented Features:

  • Controls & Input:

    • Smooth movement using both controller and mouse/keyboard (leveraging the new Input System)

  • Gameplay & Level Design:

    • Roguelike structure with procedurally generated rooms across three distinct worlds: Basement, Bakery, and House

    • Enemy waves in every room, featuring 5 different enemy types per world along with a boss encounter

  • Weapon Crafting & Combat:

    • Bake up to 5 different weapon types, each with unique effects (e.g., fire from chili peppers, ice from ice cubes)

    • Combo system for light and heavy attacks, adding tactical depth to combat

  • Inventory & Crafting Systems:

    • Integrated inventory system for managing collected resources and baking ingredients

    • Crafting system to create new weapons and items

  • Visual Presentation:

    • 3D top-down perspective using an orthographic camera for clear gameplay visibility

  • Optional Enhancements:

    • Enhanced audio and sound effects that underscore both the baking and combat elements

    • Additional visual effects that highlight the impact of various ingredients and weapon effects

Battle Mage

PROJECT SUMMARY

Battle Mage is a 2D pixel art, Vampire Survivors-like game where you fight through 30 enemy waves using elemental abilities like fire, ice, lightning, poison, and earth. After each wave, you choose one of three upgrade cards to enhance your four core abilities. A final boss fight and a currency system for permanent upgrades add long-term progression.

Implemented Features:

  • Player Movement:
    Smooth 2D movement with dash for quick evasion.

  • Combat System:
    Four core abilities: neutral, special, dash, and AOE attack — each upgradeable and element-based.

  • Upgrade Cards:
    After each wave, players pick from three cards offering elemental upgrades or ability level-ups. Already selected elements exclude duplicates.

  • Enemy Waves & Boss:
    30 waves with 5 enemy types and a final boss encounter.

  • Elemental Passives:
    Effects like lightning striking nearby enemies every few seconds.

  • Progression:
    Collect in-game currency to unlock permanent upgrades between runs.

  • Art:
    All pixel art created from scratch.

  • Cutscenes:
    Short intro and ending scenes enhance presentation.

Space Plant

PROJECT SUMMARY

Spaceplant is a 2D pixel art platformer where players shoot projectiles and navigate through 8 levels and a final boss fight. Starting in a space station, players fight their way toward a spaceship, facing platforming challenges and hostile plant-based enemies.

Implemented Features:

  • Player Controls:
    Precise jump & run mechanics combined with projectile-based shooting.

  • Level Design:
    8 handcrafted levels with increasing difficulty and a final boss level.

  • Enemy Design:
    Multiple plant-themed enemies with distinct behaviors and attack patterns.

  • Combat & Platforming Mix:
    Levels combine classic platforming sections with active enemy encounters.

  • Pixel Art:
    All visuals created in a consistent 2D pixel art style.

Default Capsule

PROJECT SUMMARY

Default Capsule is a quirky 1v1 party game where two players share a controller to customize and battle their default capsules. The game uses 3D visuals on a 2D plane and focuses on fast-paced, competitive fun.

Implemented Features:

  • Shared Controller Input:
    Two players control separate characters using one gamepad (left/right side).

  • Capsule Customization:
    Players choose colors and accessories to personalize their capsules.

  • Combat System:
    Players collect and use various weapons during the match.

  • Game World:
    3D environment and characters, with gameplay restricted to a 2D axis.

  • Multiplayer Focus:
    Designed for local competitive play with quick and chaotic rounds.

  • Custom Audio:
    All sound effects were created from scratch for a unique audio style.

Mediknight

PROJECT SUMMARY

Mediknight is a 2D action-adventure game where players guide a knight through the seven chakras. Each level is themed around a chakra and grants a unique weapon that is used throughout the stage. Players fight shadow knights and solve small end-of-level puzzles using their current weapon.

Implemented Features:

  • 2D Gameplay with Custom Pixel Art:
    Fully hand-drawn environments and characters in a side-scrolling layout.

  • Player Controls:
    Movement, combat, and weapon-specific interactions tailored to each level.

  • Seven Unique Weapons:
    One themed weapon per chakra level, each with its own mechanics and abilities.

  • Shadow Knight Enemies:
    Players face different variations of shadow knights in every level.

  • End-Level Puzzles:
    Each level concludes with a small puzzle that requires using the current weapon creatively.

Patrick Kienzler © 2025 - All Rights Reserved

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