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