Space Defender
Space Defender started as a portfolio-focused challenge to take a classic arcade loop and make it feel modern through strong visual polish and clean gameplay readability. It’s a 2D survival space shooter where the player pilots a ship with 100 HP and tries to last as long as possible as enemy waves grow more intense. I intentionally constrained the art style to simple geometric shapes so I could focus on composition, clarity, and “juice,” then used Bloom and Chromatic Aberration to give the game a cohesive, energetic look without burying the player in visual noise.
My goal was to build something complete and replayable—not just a prototype—by pairing escalating difficulty with meaningful survivability tools and clear performance feedback. I wanted enemy pressure to ramp in a way that felt fair but tense, give players clutch opportunities through pickups like health, weapons, and power-ups, and track their progress clearly with an interface that encourages “one more run.” In other words, the end result needed to feel shippable: start the game, play a run, lose, see your results, and jump back in immediately.
To deliver that, I built the core gameplay loop first and then implemented the systems in Unity that make it work as a cohesive experience. I created an Enemy Spawn Manager to control pacing and scaling, increasing pressure over time so the difficulty curve stays engaging as runs continue. I built a Pickup Drop System so enemies could reward the player with health and power-ups, which adds risk/reward decisions and run-to-run variety. I implemented a UI Score Manager to track performance and reinforce the player’s goal of surviving longer and scoring higher, and I built the full Game State Flow—start, gameplay, game over, restart—so the project plays smoothly and is easy to test and iterate on. Throughout development, I iterated on both gameplay balance and visuals, tuning spawn intensity and drop impact through playtesting while adjusting Bloom and Chromatic Aberration to enhance the look without compromising moment-to-moment readability.
The result was a finished solo Unity project with a complete survival loop, escalating challenge, pickup-driven momentum swings, and clear UI feedback that supports replayability. Along the way, I strengthened my ability to integrate multiple gameplay systems into a cohesive experience and learned how much perceived quality can improve when post-processing is applied intentionally and tuned for clarity. I also saw firsthand how powerful pickup design is for pacing—when balanced well, it creates those comeback moments that keep players engaged and pushing for a better run.
| Status | In development |
| Platforms | HTML5 |
| Author | Herb |
| Genre | Action |
| Made with | Unity |
| Tags | 2D, Retro, Short, Singleplayer, Space |
| Content | No generative AI was used |

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