A Knight With 2 Guns: Trapped Without a Sun
3D third-person action / KayKit assets / built in Unity. The biggest technical project here: fast rifle + slow railgun, dash, ground-slam knockback, freelook camera and increasingly rude enemy waves.
Six finished games on itch.io in the last year. Several unfinished prototypes lurking in the project folder. Zero studio experience. A frankly unreasonable amount of time spent making systems do stupid things.
3D third-person action / KayKit assets / built in Unity. The biggest technical project here: fast rifle + slow railgun, dash, ground-slam knockback, freelook camera and increasingly rude enemy waves.
A 2D metroidvania made entirely from pen-drawn assets. Tutorial, one platforming section and one boss fight currently exist.
A desktop buddy that currently does one extremely useful thing: a 20-20-20 eye-rest timer that gently blocks input during breaks.
Comfy Summer Jam troll game. Mixed correct/incorrect tutorials, absurd deaths and a Pokémon-style fight sequence somewhere in the middle.
Dear whoever is reading this:
I'm a self-taught programmer and a first-year IT student at ADGIPS, Delhi. I don't have professional studio experience yet. What I do have is a suspiciously large pile of finished little games and a habit of opening Unity to "fix one thing" and emerging four hours later with a wave spawner.
I care more about making the mechanic work than pretending I made the art. A lot of the visual assets are free/asset-store stuff, Mixamo animations, or art from teammates. That's fine. My lane is the machinery underneath the joke.
Short clips from the actual build process. Expect mechanics, experiments, progress, failures and the occasional "why is the collider doing that." (will start making these soon)
INSTAGRAM →The six shipped games live here.
Mehran13579 →