Super robots

A hybrid idle-arcade game where players build and upgrade combat robots to take on waves of enemies across islands. Delivering fast-paced action, long-term progression, and deep upgrade systems, the game blends strategic base-building with satisfying gameplay loops.

Year

2025

Team Size

4

Genre

Idle Arcade

My Role

My Role

โœ… Designed modular robot system โ€“ players unlock, build, and upgrade robot parts with unique stat effects (movement, health, attack).

  • ๐Ÿง  Built dynamic stat system โ€“ supports both player and AI units (minions, bosses), with real-time upgrades and combat modifiers.

  • โš™๏ธ Implemented base platform navigation โ€“ the base moves between islands as levels progress, creating a dynamic level flow.

  • ๐Ÿ’ฐ Developed multi-currency system โ€“ managed cash, screws, and chip resources with economy balancing and currency exchange mechanics.

  • ๐Ÿงช Created combat behavior โ€“ AI logic for robots, player gunner, minions, and boss fights with projectile and melee patterns.

  • ๐Ÿ”„ Integrated level progression โ€“ enemies spawn per island, scaling in difficulty and rewarding chips to unlock deeper systems.

  • ๐Ÿ“Š Maintained modular, event-driven architecture โ€“ ensured clean interaction between UI, gameplay, and backend systems.

โœ… Designed modular robot system โ€“ players unlock, build, and upgrade robot parts with unique stat effects (movement, health, attack).

  • ๐Ÿง  Built dynamic stat system โ€“ supports both player and AI units (minions, bosses), with real-time upgrades and combat modifiers.

  • โš™๏ธ Implemented base platform navigation โ€“ the base moves between islands as levels progress, creating a dynamic level flow.

  • ๐Ÿ’ฐ Developed multi-currency system โ€“ managed cash, screws, and chip resources with economy balancing and currency exchange mechanics.

  • ๐Ÿงช Created combat behavior โ€“ AI logic for robots, player gunner, minions, and boss fights with projectile and melee patterns.

  • ๐Ÿ”„ Integrated level progression โ€“ enemies spawn per island, scaling in difficulty and rewarding chips to unlock deeper systems.

  • ๐Ÿ“Š Maintained modular, event-driven architecture โ€“ ensured clean interaction between UI, gameplay, and backend systems.

My Role

โœ… Designed modular robot system โ€“ players unlock, build, and upgrade robot parts with unique stat effects (movement, health, attack).

  • ๐Ÿง  Built dynamic stat system โ€“ supports both player and AI units (minions, bosses), with real-time upgrades and combat modifiers.

  • โš™๏ธ Implemented base platform navigation โ€“ the base moves between islands as levels progress, creating a dynamic level flow.

  • ๐Ÿ’ฐ Developed multi-currency system โ€“ managed cash, screws, and chip resources with economy balancing and currency exchange mechanics.

  • ๐Ÿงช Created combat behavior โ€“ AI logic for robots, player gunner, minions, and boss fights with projectile and melee patterns.

  • ๐Ÿ”„ Integrated level progression โ€“ enemies spawn per island, scaling in difficulty and rewarding chips to unlock deeper systems.

  • ๐Ÿ“Š Maintained modular, event-driven architecture โ€“ ensured clean interaction between UI, gameplay, and backend systems.

ยฉ 2024 Peacox Studio. All rights reserved. The work showcased was developed as part of my contributions to Peacox Studio. Content is used with permission for portfolio purposes only.