About
In Pandalf your goal is to survive as many rounds as possible, gain skill points to power up your spells and keep getting stronger. Check it out on itch.io!
My biggest challenges:
Visual Effects
🎏 Theme: Roguelike
👤 Role: Programmer and Scrum Master
👥 Team Size: 2 Programmers, 3 Artists
⏱️ Time Frame: 8 Weeks
⚙️ Engine: Unity (C#)
📅 End Date: 27 July 2024
My main focus was developing the spell casting system that defines the core of the red panda wizard’s gameplay. I built a modular and scalable setup using Scriptable Objects, making it easy to create, modify, and balance new spells without hardcoding mechanics. Each spell was supported by a flexible structure for damage, timing, and visual feedback, giving variety to how players approach combat.
One of the biggest challenges during development was achieving the desired visual quality on WebGL, as many of the effects had to be optimized to perform correctly in a browser environment. I spent a lot of time experimenting with custom shaders and particle effects, learning how to work around platform limitations and still achieve satisfying magical visuals.
Besides the spell system, I also implemented the player movement, focusing on making it smooth and consistent with the fast-paced gameplay loop. While simple in scope, getting the feel right was important to tie everything together and make the spell casting feel responsive and fun to use.