Slime Dungeon Combat System
Overview
Context
This project was a university assigment , 8 weeks , we were given a 2D Top-down character framework, and other than some specifics given the freedom to use external assets and create enemies and objectives etc. Using external slime assets ( only animation and sprite) ( code & systems all done by me) I created a 4 room slime dungeon, each room with their own unique slimes ( small , medium , boss) .
Light Green Slime Room
A 4-room top-down dungeon built around readable combat pressure and simple, distinct enemy mechanics.
Core systems
- Room-based combat loop: clear a room → manage pressure → defeat the boss to progress.
- Enemy tier design:
- Small slimes = mechanic carriers via projectile debuffs
- Medium slimes = pressure amplifiers with close-range punish tools
- Boss slime = room controller via trap spawning + keeps encounters active
- Player kit:
- Damage projectile (main DPS)
- Knockback projectile (space control / reset)
- Heal (cooldown-based sustain)
- Dash (enhanced mobility)
- Lure ability (decoy that redirects aggro for repositioning / safe healing)
- Progression + scoring: enemies drop score on kill, rewarding clean clears and good routing.
Debuff variety (small slime projectiles)
- Input Inversion:
- Freeze:
- Slow:
- Poison (DoT):




