A turn-based survivors‑io prototype built in Unity 6.2+ using the TopDown Engine framework.
Game Jam Scope: 48-hour game jam prototype.
Theme: NecroHAMSTO vs Cute Snakes (isekai twist).
You play as NecroHAMSTO, a necromantic hamster guarding a mystical Phylactery deep in a dungeon overrun by cute snakes. This is a turn-based tactical game where you must survive waves of enemies, spawn minions on death, and defend the Burrow at all costs.
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Turn-Based Combat: Each turn has three distinct phases:
- Player Phase: Move, attack, or use ability.
- Enemy Phase: Snakes move and attack.
- Minion Phase: Ghosts/Zombies update their AI.
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Death & Resurrection: When NecroHAMSTO falls, they respawn at the Phylactery, leaving behind a GhostHamsto and spawning a ZombieHamsto to fight back.
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Lose Condition: If the Phylactery is destroyed → Game Over.
| Entity | Role | Abilities |
|---|---|---|
| NecroHAMSTO | Player character | Basic attack (sunflower seed), Squeak of the Damned (AoE knockback) |
| Phylactery | Stationary objective | Health-based; destruction = game over |
| Ribbon Snake | Fast enemy | Moves straight at player, low health |
| Boa Hugger | Crowd control | Slow, immobilizes on contact |
| GhostHamsto | Ally minion | Drifts randomly, blocks enemy movement |
| ZombieHamsto | Ally minion | Shambles toward nearest snake, bites once, decays |
Assets/
├── Scripts/
│ ├── _Core/ # Core systems (TurnManager, Bootstrap)
│ ├── Entities/ # Player, enemies, minions
│ ├── Systems/ # Turn system, damage, UI
│ └── TopDownEngine.asmdef # Assembly definition for TopDownEngine integration
├── Scenes/
│ ├── Main.unity # Main game scene (arena)
│ └── GameOver.unity # Game over / isekai flavor screen
├── Prefabs/
│ ├── Player/
│ ├── Enemies/
│ ├── Minions/
│ └── Effects/
├── Art/ # Sprites, animations (using Suriyun + Cute Series assets)
├── Audio/ # SFX (squeak, bite, ghost wails)
└── Tests/
├── PlayMode/ # PlayMode test scaffold
└── EditMode/ # EditMode test scaffold
- Unity 6.2.6+ (6000.2.6f2)
- TopDown Engine v4.4 (already imported)
- C# 10+ support
- Clone/open this repo in Unity.
- Open
Assets/Scenes/Main.unity(or use scene setup menu). - Press Play in the Editor.
# Run tests (via Unity Test Runner)
Window > General > Test Runner
→ Click "PlayMode" tab
→ Click "Run All"
# Expected: ~30 tests pass in ~10 secondsStatus: Currently in active TDD development.
- ✅ 31+ comprehensive PlayMode/EditMode tests
- ✅ Full game loop validation (player, enemies, turns, AI)
- ✅ Health/damage system tests
- ✅ AI brain registration tests
See: .zencoder/docs/RUNNING_TESTS.md for detailed testing guide.
- Turn-Based: No real-time pressure; strategic positioning and ability use.
- Asymmetric Gameplay: Mix of defensive (Phylactery) and offensive (abilities) mechanics.
- Narrative Flavor: Isekai twist—death is respawning, not ending.
- Quick Iterations: Single-screen arena, reusable snake AI patterns.
- Glitter Cobra: Ranged charm (confusion) effect.
- Screen Shake & SFX: Squeak, bite, and ghostly ambience.
- Particle Effects: Ghostly trails, death sparkles.
- Isekai Meta-Screen: Flavor text hinting at future realms.
- Score System: Wave counter, entity kill count.
- Day 1: Core scaffolding, TurnManager, NecroHAMSTO controller, basic snake AI.
- Day 2: Polish, minion AI, lose condition, Game Over screen, juice.
MIT — See LICENSE file.
Built with ❤️ by Tiny Walnut Games