Ano Galaxy Shooter
Ano Galaxy Shooter is a fast-paced 2D desktop space shooter (Yet Another Space Shooter Game).
Executive Summary
As a Programmer, I built this project to understand precisely how to inject “Game Feel”. From post-processing to tight input response, the project focuses purely on polish over scale.
The Problem & The Solution
The Problem: Creating an arcade game where you simply “shoot enemies” frequently results in a hollow, floaty, and unrewarding experience if there is no physical weight behind the visual actions.
The Solution: I ignored padding the game with deep lore or massive levels. Instead, I focused on “Game Feel”, specifically engineering tight input responses, dramatic visual screen-shake, precise damage flashing, and heavy post-processing so that every single hit feels incredibly impactful.
Technical Details
- State Machines: Constructed all boss behavioral patterns and wave transitions completely via simple Finite State Machines (FSM).
- Visual Feedback: Integrate screen shake, particle effects, and damage flashing etc. to make the game feel more impactful.
- Post-Processing: Bloom, chromatic aberration and other effects maximize game aesthetic and leverage User Experiences.
Challenges & Learnings
The big challenge wasn’t just getting things to logically work, but getting them to “feel good.” I learned that raw code architecture is only half the battle. Mastering Quaternion math rotations, Unity Coroutines, even simple FSMs allowed me to make smooth attack patterns.
Most importantly, I learned that breaking logic on purpose to understand exactly why it worked is completely necessary to master logic fundamentals.
Ano Galaxy Shooter is a fast-paced 2D desktop space shooter (Yet Another Space Shooter Game).
Executive Summary
As a Programmer, I built this project to understand precisely how to inject “Game Feel”. From post-processing to tight input response, the project focuses purely on polish over scale.
The Problem & The Solution
The Problem: Creating an arcade game where you simply “shoot enemies” frequently results in a hollow, floaty, and unrewarding experience if there is no physical weight behind the visual actions.
The Solution: I ignored padding the game with deep lore or massive levels. Instead, I focused on “Game Feel”, specifically engineering tight input responses, dramatic visual screen-shake, precise damage flashing, and heavy post-processing so that every single hit feels incredibly impactful.
Technical Details
- State Machines: Constructed all boss behavioral patterns and wave transitions completely via simple Finite State Machines (FSM).
- Visual Feedback: Integrate screen shake, particle effects, and damage flashing etc. to make the game feel more impactful.
- Post-Processing: Bloom, chromatic aberration and other effects maximize game aesthetic and leverage User Experiences.
Challenges & Learnings
The big challenge wasn’t just getting things to logically work, but getting them to “feel good.” I learned that raw code architecture is only half the battle. Mastering Quaternion math rotations, Unity Coroutines, even simple FSMs allowed me to make smooth attack patterns.
Most importantly, I learned that breaking logic on purpose to understand exactly why it worked is completely necessary to master logic fundamentals.