Léonard Figuinha
Game · AI

Devil's Never Lie

A top-down roguelike where the difficulty is not the damage, but what the boss forces you to change.

What I did

  • The boss AI. A multi-phase state machine, plus standard enemy behaviour: 2D navmesh navigation, pursuit, and the spawner that feeds the rooms.
  • The cutscene system. A dedicated manager wired into the game loop, through to the end screen.
  • The upgrade cards. Selection between two fights, their effects, and the balancing that follows — the most iterated part of the project.
  • Shooting. Projectiles, piercing, and damage on both the player and the enemy side.

Stack

Unity 6.3C#NavMesh 2DUniRxDOTween

In pictures