MZ.
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Arena shooter

Void Slayer.

Core gameplay mechanics for a game where the arena is your health — from destructible floor tiles to restoration, enemy escalation and the survival loop.

My role

Technical Level Designer / Scripter

Studio

Madmind Studio: After hours

Year

2022

My work in motion

Feature demos

Arena Degradation System

Each hit breaks apart the arena. Missing floor tiles communicate damage and create new pitfalls.

System implementation by Mateusz Zych · game visuals by the project team

Open video (opens in a new tab)

Charging the Fountain

Charging the fountain generates restoration orbs. More orbs spawn, at a faster pace, as the run progresses.

System implementation by Mateusz Zych · game visuals by the project team

Open video (opens in a new tab)

Arena regenerate

Restoration orbs rebuild the arena tiles the player moves on, recovering space for survival.

System implementation by Mateusz Zych · game visuals by the project team

Open video (opens in a new tab)

Behind the game

My contribution

Created during Global Game Jam, then further developed and released on Steam. I implemented the core gameplay mechanics and systems that defined the moment-to-moment experience and progression loop.

01

Health = Arena

Every time the player took a hit, the arena gradually broke apart, creating visible gaps and surrounding pitfalls.

  • Implemented arena degradation driven by player damage.
  • Focused on making changes to the playable space readable and clearly communicated to the player.
02

Fountain & restoration loop

To survive, the player could charge a fountain. Once charged, it generated orbs that restored the parts of the arena the player moved on.

  • Connected fountain charging, orb generation and arena restoration into the core survival loop.
  • Increased orb counts and spawn frequency as the run progressed, escalating gameplay intensity.
03

Totems & enemy escalation

I implemented a destructible totem that could only spawn on intact arena tiles.

  • The totem spawned multiple enemy AI types.
  • Enemy numbers scaled as the game progressed.

Game footage

Official trailers & gameplay