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Gorgonzola: NecroHAMSTO vs Cute Snakes

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).


Overview

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.

Core Mechanics

  • Turn-Based Combat: Each turn has three distinct phases:

    1. Player Phase: Move, attack, or use ability.
    2. Enemy Phase: Snakes move and attack.
    3. Minion Phase: Ghosts/Zombies update their AI.
  • Death & Resurrection: When NecroHAMSTO falls, they respawn at the Phylactery, leaving behind a GhostHamsto and spawning a ZombieHamsto to fight back.

  • Lose Condition: If the Phylactery is destroyed → Game Over.


Entities

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

Project Structure

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

Quick Start

Prerequisites

  • Unity 6.2.6+ (6000.2.6f2)
  • TopDown Engine v4.4 (already imported)
  • C# 10+ support

Setup

  1. Clone/open this repo in Unity.
  2. Open Assets/Scenes/Main.unity (or use scene setup menu).
  3. Press Play in the Editor.

Development Commands

# Run tests (via Unity Test Runner)
Window > General > Test Runner
→ Click "PlayMode" tab
→ Click "Run All"

# Expected: ~30 tests pass in ~10 seconds

Test-Driven Development (TDD) Phase

Status: 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.


Design Pillars

  • 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.

Stretch Goals

  • 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.

Jam Notes

  • Day 1: Core scaffolding, TurnManager, NecroHAMSTO controller, basic snake AI.
  • Day 2: Polish, minion AI, lose condition, Game Over screen, juice.

License

MIT — See LICENSE file.


Built with ❤️ by Tiny Walnut Games

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