Mega Monster Massacre

For MMM I designed and programmed the character's movement abilities, weapons, player perks, enemies, and level mechanics.

The player's movement is a key feature of this game and is vital in surviving against the hordes of enemies. The player is able to wall run, wall climb, grapple, dash, slide, and ground slam all around the arena and get out of unfavorable situations with any combination of those skills.

I designed and programmed 6 unique enemies with their own behaviors that push the player to use the game's mechanics to the fullest. There are enemies that chase you on the ground, through the air, enemies that shoot at you from the air and dart around, enemies that latch onto you and slow you down, enemies that have a fire aura around them that deplete your HP, and an enemy that spews lasers and rotates if you are within its vicinity.

This project was made in a little less than 2 months and because of that it lacks a lot of polish, bug testing, and balance testing. That said I'm very proud of the work I did finish and happy with the robust character controller I was able to make for my FPS game.

GAME DEVELOPER (SOLO)

2022

Mega Monster Massacre (MMM) was born from my love of Call of Duty's horde mode: Zombies. But it was also heavily influenced by more traditional shooters like Quake, Doom, Devil Daggers, and Ultra Kill.

MMM is a gameplay focused FPS with a wacky and light plot. Hitler, residing in Hell, has made a pact with the Robot Devil to take over the universe by abducting a baby alien and gaining access to Agartha, a realm which holds the key to controlling all life in the universe. Your goal in the game, and specifically in the prototype I built is to stop the transportation of the baby alien to Hitler's facility where he can open a portal to Agartha.