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Game · In development / TestFlight

Hilly vs the World

I designed and implemented the core gameplay scripts and systems, adapted and extended a guide-based car-controller foundation, handled selected 3D assets, and integrated licensed Unity Asset Store content.

Hilly vs the World is in active development, with iOS builds prepared and tested through TestFlight while its combat, progression, and content continue to evolve.

Codex is used as an AI-assisted development tool for focused iteration and problem-solving; the game’s architecture, systems, implementation decisions, and final integration remain my work.

Weapon System

The weapon system turns the player’s car into a moving battle machine. Players can use an RPG, Sword, Lantern, or Dice, and each weapon has a different style. Some work best from far away, while others are stronger at close range. Weapons also have their own effects, visuals, rarity levels, and upgrades, giving players several ways to build their car and fight enemies.

Dice Weapon

The Dice adds surprise to every fight. When the weapon is used, a visible dice roll chooses what kind of attack will happen. Each result can create a different effect, including lightning attacks or a powerful nuke countdown. Because players can see the roll before the attack begins, the system creates a short moment of excitement and makes each use feel unpredictable.

Enemy AI System

The enemy AI system includes three main enemy types: Basic, Heavy, and Shock. Each type creates a different challenge through its speed, strength, attacks, or movement. They share the same main structure, but special behavior and visuals help each one feel different. Mixing these enemies in the same battle creates more variety and encourages players to change their position, weapon choice, and fighting style.

Room Progression System

The room progression system guides the player through a chain of connected battle areas. Entering a room starts its enemy wave and blocks the exits. The player must defeat the required enemies before moving forward. When the room is cleared, its doors open and the next area becomes available. This creates a simple loop of entering, fighting, clearing the room, and continuing through the biome.