God Stomp



Stomp like your life depends on it in this high speed action-arcade game. Play as a corrupted kung fu master who must survive an onslaught of celestial catterpillars.

My Contributions

1 / 4
I created a very tight movement/combat system that allows players to queue up their next inputs while rising after a stomp or while moving. It used to be a lot clunkier and I vastly improved my systems after the game jam.
2 / 4
I created a simple and sweet animatic sequence which sets the tone for the game's narrative. When I designed the game, everything about it was influenced by cheesy english translations of kung fu films, and the dialogue was meant to mirror that. The system was a simplified version of previous dialogue systems from other games I have made.
3 / 4
All art assets were drawn by me in Aseprite. I focused on creating a vibrant visual style using a limited palette and primarily created tiles, which vastly sped up the process. The animated "doom-guy" sprite is probably my favorite sprite in the game, I just really enjoy the changing of colors with the player's fits. Each stance features a unique pose and outfit to match.
4 / 4
I scripted the full God-Mode system which can totally save your run in game. It serves as an "ultimate" which fills up slowly as you get kills, allowing you to kill segments of any color. Really love the 6-armed player sprite I made for this as well as its animated aura.



Role:Game Designer, Lead Programmer, Pixel Artist, QA, Sound Designer
Tools: Unity 2D, Visual Studio, Aseprite, Audacity
Link: Play God Stomp on Itch.io

Key Takeaways:
I designed God Stomp after the idea struck me months prior to making it. I loved this arcade style combat idea of stomping colored catterpillar segments, and the GDD just kinda collected dust over a few months. I finally decided to develop the game for a 3 day game jam, and I am so glad I did. As a designer, it is a very scary feeling to test your prototype and realize it may actually be really lame. After fixing a bunch of bugs, making a few small pivots, and optimizng the code, suddenly the gameplay matched EXACTLY with my initial vision which was thrilling.

I worked alongside my friend who handled some of the catterpillar spawning logic and also implemented my difficulty scaling I designed. But I really wound up creating about 80% of the game myself, which was quite a challenge. After sacrificng my entire weekend, the game turned out shockingly well and I must admit I got pretty addicted to playing. I have slowly been updating the game with bug fixes, quality of life improvements, and visual polish.

My detailed bug tracking really aided the dev process, it allowed me to pinpoint exactly what was wrong with my combat system which allowed me to fix it to vastly tighten the controls. Using Trello, I was constantly keeping track of all known bugs, and running pretty intense regression tests alongside every big update.I took a lot of optimization skills I learned from Mojave Massacre, namely object pooling, which allowed me to vastly improve the performance, and add tons of cool vfx.

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