60 Second Dungeon


Overview

Summary

60 Second Dungeon is a top-down shooter where I focused on experimenting with AI and procedural generation. The game features various enemy types, including challenging bosses. The primary objective is to clear each dungeon floor within 60 seconds—failure to do so results in a loss.

Design Goals

  • Deisgn a game with the theme of "60 Seconds"
  • Design a variety of enemies that will attack the player
  • Create a procedual generating dungeon
  • Design a variety of bosses to face the player

What I Worked On

Procedual Generation

For the dungeon floors, I implemented a procedural generation system based on tutorials I found on YouTube. This allows each floor to be generated with random layouts, ensuring no two playthroughs are the same. The system creates a fresh, dynamic experience by adjusting the placement of rooms, enemies, and obstacles with each new run, keeping the gameplay unpredictable.

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    Boss Fights

    I designed several unique bosses, each with its own distinct mechanics and behavior. These bosses appear every five floors, providing a fresh challenge and testing the player's skills in different ways as they progress through the dungeon.

60 Seconds Timer

Given the 60-second theme of the game, I decided to give players just 60 seconds to clear each floor before they immediately lose. The timer resets with each new floor, and it continues running during boss fights, adding an extra layer of pressure as players must balance combat with the ticking clock.

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Tech

  • Platform: Windows PC
  • Engine: Unity
  • Language: C#
  • Tools Used: Unity, Piskel, Confluence, Jira
  • Team Size: 1
  • Role: Game Designer, Game Programmer

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