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Sneaky Ninja:
Global Game Jam 2026

This project was inspired by the flash game Skull Kid and solo-developed over 4 days for the 2026 Global Game Jam. This project tested my ability to deliver with limited resources and time.

This project was developed in Unity, programmed with C#.

GGJ26.mp4
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The movement system for both the player and the AI was built on Unity's Rigidbody component and includes mechanics such as a double jump, dash, and slam. The functions for these movement mechanics manipulate the Rigidbody's physics using its built-in functions, such as AddImpulse. The dash mechanic uses IEnumerators to apply a velocity, defined by a float value, and to turn off gravity for a predetermined time, once the dash is complete another IEnumerator is called to start the dash cooldown, preventing the player from dashing for a short period. I created a finite-state machine to control AI behaviour using enumerators. The AI contains a vision script that generates a 2D circle collider, if the player enters this collider within a radius specified by a view angle float variable, the AI will its spotting state, if the player leaves the collider during the spotting state, the AI will return to its patrol state. But if the player remains in the collider, the AI will enter its attack state.

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