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Galaxy Swarm

Galaxy Swarm is a top-down aerial shooter built in Unity where players defend human cities from alien invasions across multiple environments. The project focused on responsive ship movement, scalable enemy wave systems, and a simple upgrade framework that allows players to customize their ship across levels.

RoleUnity Developer – Full Gameplay Implementation
Timeline4 weeks
CategoryGame Systems
UnityC#Mobile Games

Problem

Wave-based shooters rely on responsive controls and clear progression to stay engaging. The project required building a gameplay framework that could support multiple ship types, enemy waves, and upgrade mechanics while remaining performant on mobile devices.

Constraints

  • Solo Unity development based on a predefined design document
  • Gameplay needed to remain smooth during high enemy counts on mobile hardware
  • Multiple player ships with different stats had to share the same gameplay framework
  • Wave systems needed to scale difficulty across levels without requiring manual scripting for each encounter

Approach

01

Ship Movement and Combat Systems

Implemented responsive ship movement and shooting mechanics designed for mobile controls, ensuring players could maneuver and fire accurately during fast-paced dogfights.

02

Wave-Based Enemy System

Built a flexible enemy wave system capable of spawning different enemy types and scaling difficulty across levels without hardcoding individual encounters.

03

Ship Customization and Upgrades

Implemented a progression system allowing players to upgrade ship attributes such as damage, armor, and autotracking, enabling different play styles.

04

Environment Variations

Created support for multiple environments and level configurations to keep gameplay visually varied while reusing core gameplay systems.

Implementation Highlights

  • Reusable Enemy Wave Framework

    Designed a configurable wave system that controls enemy spawn timing, types, and scaling difficulty, allowing new levels to be built without rewriting gameplay logic.

  • Ship Stat Upgrade System

    Implemented a lightweight upgrade framework where ship attributes such as damage, armor, and autotrack can be modified through progression.

  • Multiple Playable Ships

    Built a shared gameplay architecture supporting five ships with different stats while maintaining consistent controls and combat behavior.

Screens

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Results

5

Playable Ships

Implemented multiple ships with unique stat configurations using a shared gameplay system.

24

Levels

Delivered 24 levels across multiple environments with scaling enemy waves.

3 Core Stats

Upgrade Attributes

Players can customize ships through upgrades affecting damage, armor, and autotrack behavior.

Next Steps

Future improvements could include additional enemy types, new ship abilities, and leaderboard systems to increase replayability.

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