
Critter Clash
A cozy, single-player turn-based card battler where positioning, mana management, and creature abilities decide each encounter.
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Technical Overview
Critter Clash is structured around a phase-driven battle controller that coordinates player actions, automated creature attacks, enemy decisions, and win or loss resolution. Cards, abilities, decks, and battle rules are configured through ScriptableObjects, keeping gameplay content separate from the systems that execute it. The combat resolver exposes incoming and outgoing attack hooks, allowing abilities such as Flying, Poison, and Shield to alter an attack without hard-coding their behavior into the turn loop. Hand, mana, deck, placement, discard, health, UI, and audio systems communicate through focused responsibilities and events. Enemy turns use interchangeable placement strategies for random, defensive, and attacking behavior. This makes each battle setup configurable while preserving the same core rules and presentation pipeline.
Technical Overview
Critter Clash is structured around a phase-driven battle controller that coordinates player actions, automated creature attacks, enemy decisions, and win or loss resolution. Cards, abilities, decks, and battle rules are configured through ScriptableObjects, keeping gameplay content separate from the systems that execute it. The combat resolver exposes incoming and outgoing attack hooks, allowing abilities such as Flying, Poison, and Shield to alter an attack without hard-coding their behavior into the turn loop. Hand, mana, deck, placement, discard, health, UI, and audio systems communicate through focused responsibilities and events. Enemy turns use interchangeable placement strategies for random, defensive, and attacking behavior. This makes each battle setup configurable while preserving the same core rules and presentation pipeline.
My Role
- Designed and implemented the phase-driven battle loop, including player actions, creature attacks, enemy actions, and battle resolution.
- Built data-driven cards, abilities, decks, and battle configurations with ScriptableObjects.
- Developed the mana, health, hand, deck, discard, board-placement, and paid card-draw systems.
- Created an extensible combat resolver with outgoing and incoming ability hooks for Flying, Poison, and Shield effects.
- Implemented enemy deck and hand behavior with random, defensive, and attacking placement strategies.
- Added animated card interactions, responsive UI, scene transitions, pause and replay flows, music, and sound effects.
Gallery
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