Project Overview
Dungeon of Echoes is a top-down 2D roguelike dungeon crawler inspired by The Binding of Isaac. The goal of the project was to recreate the fast-paced combat and replayable structure of Isaac while building the core systems from scratch in Unity. Players move through a procedurally generated dungeon, defeat enemies in each room, collect passive items that modify their abilities, and eventually fight a boss to complete the run. The design emphasizes quick decision-making, evolving player builds, and replayability through randomized layouts and item effects.
Sprite Implementation & Visual Integration
For this project I integrated a full set of 2D sprites and environmental assets into Unity and built the systems needed to support them. This included importing sprite sheets, slicing and organizing assets, and implementing animations for player movement, enemies, projectiles, and effects. I also handled the tilemap setup used to construct the dungeon rooms and environment pieces such as walls, floors, and doors. These assets were then connected to gameplay logic so that animations, visual feedback, and combat interactions all responded properly to player input and game events.
Gameplay Systems & Programming
The majority of my work focused on building the gameplay systems that drive the experience. I implemented player movement and four-directional shooting, enemy AI behaviors including chaser, ranged, and exploder enemies, and a boss encounter with its own attack patterns. I also developed a procedural dungeon generator that creates connected rooms and controls room transitions through door systems. One of the larger systems in the project was the item framework, which allows passive upgrades to modify player stats and projectile behavior, creating different combat builds each run. Together these systems create a replayable dungeon crawler loop similar to The Binding of Isaac while showcasing modular gameplay programming in Unity.