Oni Hunter


Puzzle game


September 2018 - December 2018

Team of  6 people



The project

Oni Hunter is a mobile puzzle game, where the player embed a relentless hunter, killing all the deamons on each floors of a tower with only one single move.

The game was originaly made during the game jam 41, but in september 2018, we decided to try and make the project go further.


Each level had the same setup : the hunter appeared at an elevator, and had to kill all the enemies in the room in one attack.

To do that, the player had to place marks by tapping the screen to make the hunter dash and slash the enemies encountered on his way.

Each level had a different layout and a limited number of available dashes. The player had to figure out how to kill all their enemies with the fewer slashes, then go back to the elevator.



I was the main programmer on the project, and had to code most of the game's main systems.

The first one I had to take care of, in order for the team to be able to test quickly, was the levels and tower system. The game had 3 different towers, each being composed of 10 different levels. The designers of the team had to be able to easily create a tower, and setup levels and their winning condition in order to itterate on the level design.

This system was entirely based on scriptable objects and nested prefabs, which made the game very flexible, as it was easy to change a tower's level order, or to copy and paste the layout of a level.

During this project, I worked a lot with the level designer of the team, to code the game features that they came up with. To create the 30 levels that we were aiming for, we needed 3 main features.

The first one was a camera system, that the player had to avoid to complete the levels. Each camera had a rotation pattern that repeated itself, and could be tweaked by the level designers.


The second main interaction was a simple power system.

Some cameras were linked to a toggle, and could be turn on and off by dashing on their toggle.

This feature was the easiest to make, being based only on basic class parenting, which made possible the creation of other toggleable objects in the future of development.

The third and last system I had to code were falling platform, and the cables that held them.

The player could cut those cables, and let the platform loose. Anything that was beneath would be destroyed, or killed, that included enemies and cameras, but also toggles.

I had to code my own gravity to make those platform, because I needed to be able to tweak their acceleration in the air since the game was a puzzle game and we needed as much consistency in the interaction as we could.