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Mobile

Magoon

C# mobile systems for a turn-based Android roguelike with procedural dungeon structure.

4 mo

development cycle

4 devs

programming team

Second-layer evidence

Technical snapshot

Mobile roguelike project where I contributed C# gameplay systems including enemies, collectibles, power-ups, progression, grid-based movement, A* pathfinding integration and save/time-reward support.

Contributed enemy behaviours, collectibles, power-ups and progression systems.
Integrated A* pathfinding and grid-based movement behaviours.
Supported save system and time-reward features for a mobile loop.
Useful as secondary C#/Unity evidence; not a headline project for systems/platform roles.

Overview

Magoon is a single-player turn-based Android roguelike with procedural dungeon structure, grid movement, enemies, collectibles, power-ups and progression. It stays in the portfolio as a compact example of C# systems work in a small mobile team.

My contribution

  • Implemented enemy behaviours and gameplay interactions.
  • Integrated A* pathfinding for grid-based movement and enemy navigation.
  • Supported progression, collectibles, power-ups and mobile reward loops.
  • Worked on time-reward and save system support.

Portfolio role

Magoon is a secondary project. It supports my Unity/C# breadth and shows that I have contributed systems to a playable mobile product, but it should not compete with Human Fall Flat 2 or SufferEngine for attention on the home page.

Gallery

Magoon pixel art logo
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