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UNDERTOW


One day, an incomprehensible force shook the world. Water levels rose without end, drowning all civilisations. 50 years later, humankind is still holding on with most people barely surviving on collapsing slums on rafts.
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The water is forever polluted and the oceanic life, corrupted and inedible.​​
Game overview
Undertow, a light tactical, fishing game with a roguelite progression. Developped in about a month, I keep updating it from time to time adding features, polish and iterate it based on feedback.
Initially developped as a prototype for a school project which i then decided to push to the full extent of my vision.
My WORK
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Game Design (core loops, experience ,etc...)
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Unity Prototyping and Implementation
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Art and audio integration
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(Basics of the basics in pixel art)



Core Features
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Play your moves while anticipating your enemies’ actions
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Magnet-fish, collecting debris which serve as currency
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Use a deck of moves and upgrade it as you progress
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Make interesting buff choices to create unique runs
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Shop for unique gadgets (WIP)

Reflection
Undertow was an experiment in combining various genres by identifying and extracting the key concepts. This project has also shown me how to be organized on bigger scale projects. Sticking long enough to the prototype version allowed me to iterate the original concept easily and assure its playability.
I'm focusing next on integrating buffs and interactions into a more diegetic presentation.​


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