Rocket Dash Movement
I implemented rocket dash movement and super meter gain through enemy damage, creating a fast mobility loop tied directly to combat success.
Ability design and punch-driven movement case study
A 10-day action game built around restricted inputs, punch-driven movement, and an award-winning dash mechanic.
Tocker Raccoon is a supporting case study for creative mechanic design under input constraints. The game turns movement and combat into one connected punch-driven loop, then escalates that loop through an award-winning Infinite Dash mechanic.
I implemented key movement, ability, enemy, and health systems while collaborating with an international team across time zones and language differences.
I implemented rocket dash movement and super meter gain through enemy damage, creating a fast mobility loop tied directly to combat success.
I designed and implemented the Ability Smash Prize-winning Infinite Dash mechanic, unlocked by defeating numbered enemies in sequence and granting a short burst of unlimited dash use.
I built AI and spawning behavior for bats, snakes, and engineered bears so the dash and combat systems had varied targets and pacing.
I implemented the player health system, including an invulnerability buffer between damage ticks to keep combat readable and fair.
Tocker Raccoon shows mechanic creativity, ability design, combat/movement implementation, and cross-cultural team collaboration in a compact jam setting.