
Game Overview
Asteroid Blaster is a fast-paced arcade shooter where the player pilots a spaceship through an endless field of falling meteors. The challenge escalates over time as meteors spawn faster and move quicker, forcing the player to adapt and survive as long as possible.
To stay alive, players can collect Power-Ups that provide temporary advantages such as rapid fire, multi-shot, shields, and even full invincibility. The goal is simple: achieve the highest score possible before the meteors overwhelm the ship.

Genre - Arcade Space Shooter | Platform - PC (Unity, C#)



-
Player Controller: Implements multi-directional movement, shooting mechanics, and coroutine-driven Power-Up timers.
-
Power-Up Framework: Modular system that activates and manages temporary abilities with visual feedback.
-
Spawning Managers: Randomized spawning for both meteors and Power-Ups to ensure replayability.
-
Meteor Behavior: Damage system with multiple hit thresholds, integrated sound effects, and explosion VFX.
-
Audio Manager: Centralized Singleton controlling background music and SFX (shooting, explosions, Power-Ups).
-
UI & Game Flow:
-
HUD with live score and Power-Up timers.
-
Pause menu, Game Over screen, and restart functionality.
-
Main menu with scene transitions.
-
Visual Feedback: Scrolling background and polished particle effects for shooting and destruction.



-
Engaging Flow: Simple to start, increasingly challenging over time.
-
Tight Feedback Loop: Explosions, audio cues, and on-screen effects make each action impactful.
-
Replayability: Procedural spawning and escalating difficulty ensure no two runs feel the same.

-
Smooth Controls: Responsive movement across both axes with continuous shooting mechanics.
-
Dynamic Difficulty: Meteors accelerate and spawn more frequently as time passes, keeping the intensity high.
-
Variety of Enemies: Regular meteors and larger, more dangerous ones triggered at score milestones.
-
Power-Ups System:
-
Rapid Fire – significantly increases fire rate.
-
Multi-Shot – fires three bullets in a spread pattern.
-
Shield – temporary protection that destroys incoming meteors.
-
Invincibility – makes the player untouchable for a short duration.
-
Rewarding Scoring System: Each destroyed meteor grants points, pushing players to take more risks.


This project demonstrates my ability to build complete, polished gameplay systems in Unity – from player control and game logic to UI/UX and audio integration.

-
Designed and implemented the full gameplay loop and mechanics.
-
Developed scalable systems for Power-Ups, spawning, and difficulty progression.
-
Integrated UI, menus, and user experience polish.
-
Optimized performance through lightweight scripts and object lifecycle management.
-
Implemented audio, VFX, and responsive feedback for a polished player experience.







