Pro

2D Combat Puzzle Game

Steam


Demo download link: https://pan.baidu.com/s/1u3Q3zEO0-QR_6WrHmbeWVQ?pwd=1hju

I spent six months completing a full-fledged 2D combat puzzle demo. This demo not only includes all elements of side-scrolling puzzle games—such as 2D character controls, a dialogue system, maps and levels, items and inventory, as well as clue, log, and event systems—but also features Resident Evil-style weapon systems, combat systems, monster AI, along with the character’s health, stamina, recovery items, and more. Beyond that, I’ve implemented multi-language localization settings for the entire game. It’s a highly polished game demo that covers most of the functions required for a game, with additional self-developed extensions. All the technology, scenes, levels, and settings were completed independently by me; the collaborating artist only provided the original image assets.


Looking back at these six months of development, the approximate breakdown of tasks is as follows:

  • Character, level design, and combat systems: 2 months
  • UI, animation, and presentation: 1 month
  • Special effects, optimization, and localization: 1 month
  • Testing and fine-tuning: 2 months


Below is some gameplay footage from the early part of the game.




This was the third two-person collaborative project I’ve been through. Collaborating with just one other person is actually extremely difficult—apart from the existing shortcomings in terms of technology, the collaboration itself is also a challenge. After my collaborator showed the demo to a publisher, he decided to abandon the release. 

I was working on this game full-time, devoting all my energy and investing a great deal of effort into it, while my partner was only working on it part-time; he had other projects and sources of income. In the end, we couldn’t reach an agreement. 

His decision left me deeply disappointed. Having been making games independently for years, I’ve already experienced many projects that were abandoned halfway. But for a project with such a high degree of completion, I believe it should, at the very least, be made available for players to experience. Gaining experience and lessons, and learning from one’s own shortcomings—this should be the minimum baseline.

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