I built a compact, hands-on first-person platformer for a college competition. The whole game is centered on one simple idea: the Phase Gun. You pick it up, point, and shoot—blue or red—and platforms of the matching color become solid so you can walk on them. Miss the color or the timing, and the platforms stay (or become) ghosted and you fall. That rule is the game: see a platform, pick the right color, move fast.
I implemented the core systems myself in Unity using C#. I wrote the PhaseBlock component that swaps materials and collider states, the GunController that fires raycasts and lights for feedback, the pickup and floating gun logic, and a simple per-scene RespawnManager so the player respawns reliably. I also set up LevelManager and SceneTransition systems so the tutorial messages and end-of-level messages show cleanly, without breaking gameplay. Level design is progressive: Level 1 teaches the mechanic, Level 2 adds timed reversion, and Level 3 introduces a checkpoint and tighter pacing.
Technical problems I solved that matter for a demo:
Preventing platforms from being toggled without actually using the gun (raycast/filtering fixes).
Making phase durations configurable per level so tuning is easy.
Implementing a safe respawn flow (teleport + temporary input disable) instead of reloading scenes.
Fixing transition edge-cases (the timer once tried to load an empty scene name — that’s fixed now).
Making the UI readable and consistent (TextMeshPro, canvas rules, no clipping).
My role: Game Logic and programmer. I built the mechanics, wired the scenes, and the first three levels was Designed By Other Teammate . The prototype is stable and playable: the tutorial is clear, the core loop feels tight, and transitions are polished enough for a judge run-through
Built With
- built-with-unity-engine-?-used-as-the-main-game-engine-for-scene-management
- jetbrains
- junieai
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