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Ability design and punch-driven movement case study

Tocker Raccoon: The Origin

A 10-day action game built around restricted inputs, punch-driven movement, and an award-winning dash mechanic.

Gameplay programmer / ability designer 10-day team jam · 5-person international team · Ability Smash Prize Unity · C# · HTML5 · Ability design · Click-to-move controls
Tocker Raccoon Gameplay Reel

Overview

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.

My Role

I implemented key movement, ability, enemy, and health systems while collaborating with an international team across time zones and language differences.

Key Systems

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.

Infinite Dash Mechanic

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.

Enemy AI And Spawning

I built AI and spawning behavior for bats, snakes, and engineered bears so the dash and combat systems had varied targets and pacing.

Player Health

I implemented the player health system, including an invulnerability buffer between damage ticks to keep combat readable and fair.

Outcome

Tocker Raccoon shows mechanic creativity, ability design, combat/movement implementation, and cross-cultural team collaboration in a compact jam setting.