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WallRunner

A twin stick shooter made in one week for the Code for a Cause game jam.

Gameplay demo

Not sure why the gif looks so bad on github, the weird grid isn't actually there.

About

WallRunner is a fast-paced dungeon shooter where you must fight enemies and outpace a wall that will kill you if you lag behind.

The jam's theme was "Keep Moving Forward", which inspired both the kill-wall mechanic and the progression system for each run.

This game was built in one week (with minor post jam updates). You may play the most recent version of the game and download a build here.

This game placed 16th in the judge rankings and 9th in the community ranking against ~250 other entries.

Gameplay Features

  • Twin stick shooter with keyboard and mouse inputs
  • Randomized dungeon structure on each run
  • Constant forward pressure from a kill wall

Difficulty System

The most interesting system to implement was based on a mix of Transistor and an April Fool's Minecraft snapshot. When a player levels up, they may choose between one of two different boons. However, each boon will also come with a drawback that is applied to either their enemies or the wall pursuing them. When a player dies, they keep their boons, yet are allowed the choice to remove one of two drawbacks. The intent behind this system was to make death an indirect way to "Keep Moving Forward".

Tech Stack

  • Engine: Unity 2022
  • Language: C#
  • Audio: jsfxr

Post-Jam Improvements

  • Tweaked game balance to be more fair and less grindy
  • Added a public leaderboard system

About

A Unity twin stick shooter made in one week for a game jam.

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0 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Repository files navigation

WallRunner

A twin stick shooter made in one week for the Code for a Cause game jam.

Gameplay demo

Not sure why the gif looks so bad on github, the weird grid isn't actually there.

About

WallRunner is a fast-paced dungeon shooter where you must fight enemies and outpace a wall that will kill you if you lag behind.

The jam's theme was "Keep Moving Forward", which inspired both the kill-wall mechanic and the progression system for each run.

This game was built in one week (with minor post jam updates). You may play the most recent version of the game and download a build here.

This game placed 16th in the judge rankings and 9th in the community ranking against ~250 other entries.

Gameplay Features

  • Twin stick shooter with keyboard and mouse inputs
  • Randomized dungeon structure on each run
  • Constant forward pressure from a kill wall

Difficulty System

The most interesting system to implement was based on a mix of Transistor and an April Fool's Minecraft snapshot. When a player levels up, they may choose between one of two different boons. However, each boon will also come with a drawback that is applied to either their enemies or the wall pursuing them. When a player dies, they keep their boons, yet are allowed the choice to remove one of two drawbacks. The intent behind this system was to make death an indirect way to "Keep Moving Forward".

Tech Stack

  • Engine: Unity 2022
  • Language: C#
  • Audio: jsfxr

Post-Jam Improvements

  • Tweaked game balance to be more fair and less grindy
  • Added a public leaderboard system

About

A Unity twin stick shooter made in one week for a game jam.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

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Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

WallRunner

A twin stick shooter made in one week for the Code for a Cause game jam.

Gameplay demo

Not sure why the gif looks so bad on github, the weird grid isn't actually there.

About

WallRunner is a fast-paced dungeon shooter where you must fight enemies and outpace a wall that will kill you if you lag behind.

The jam's theme was "Keep Moving Forward", which inspired both the kill-wall mechanic and the progression system for each run.

This game was built in one week (with minor post jam updates). You may play the most recent version of the game and download a build here.

This game placed 16th in the judge rankings and 9th in the community ranking against ~250 other entries.

Gameplay Features

  • Twin stick shooter with keyboard and mouse inputs
  • Randomized dungeon structure on each run
  • Constant forward pressure from a kill wall

Difficulty System

The most interesting system to implement was based on a mix of Transistor and an April Fool's Minecraft snapshot. When a player levels up, they may choose between one of two different boons. However, each boon will also come with a drawback that is applied to either their enemies or the wall pursuing them. When a player dies, they keep their boons, yet are allowed the choice to remove one of two drawbacks. The intent behind this system was to make death an indirect way to "Keep Moving Forward".

Tech Stack

  • Engine: Unity 2022
  • Language: C#
  • Audio: jsfxr

Post-Jam Improvements

  • Tweaked game balance to be more fair and less grindy
  • Added a public leaderboard system

About

A Unity twin stick shooter made in one week for a game jam.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

WallRunner

A twin stick shooter made in one week for the Code for a Cause game jam.

Gameplay demo

Not sure why the gif looks so bad on github, the weird grid isn't actually there.

About

WallRunner is a fast-paced dungeon shooter where you must fight enemies and outpace a wall that will kill you if you lag behind.

The jam's theme was "Keep Moving Forward", which inspired both the kill-wall mechanic and the progression system for each run.

This game was built in one week (with minor post jam updates). You may play the most recent version of the game and download a build here.

This game placed 16th in the judge rankings and 9th in the community ranking against ~250 other entries.

Gameplay Features

  • Twin stick shooter with keyboard and mouse inputs
  • Randomized dungeon structure on each run
  • Constant forward pressure from a kill wall

Difficulty System

The most interesting system to implement was based on a mix of Transistor and an April Fool's Minecraft snapshot. When a player levels up, they may choose between one of two different boons. However, each boon will also come with a drawback that is applied to either their enemies or the wall pursuing them. When a player dies, they keep their boons, yet are allowed the choice to remove one of two drawbacks. The intent behind this system was to make death an indirect way to "Keep Moving Forward".

Tech Stack

  • Engine: Unity 2022
  • Language: C#
  • Audio: jsfxr

Post-Jam Improvements

  • Tweaked game balance to be more fair and less grindy
  • Added a public leaderboard system

About

A Unity twin stick shooter made in one week for a game jam.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

WallRunner

A twin stick shooter made in one week for the Code for a Cause game jam.

Gameplay demo

Not sure why the gif looks so bad on github, the weird grid isn't actually there.

About

WallRunner is a fast-paced dungeon shooter where you must fight enemies and outpace a wall that will kill you if you lag behind.

The jam's theme was "Keep Moving Forward", which inspired both the kill-wall mechanic and the progression system for each run.

This game was built in one week (with minor post jam updates). You may play the most recent version of the game and download a build here.

This game placed 16th in the judge rankings and 9th in the community ranking against ~250 other entries.

Gameplay Features

  • Twin stick shooter with keyboard and mouse inputs
  • Randomized dungeon structure on each run
  • Constant forward pressure from a kill wall

Difficulty System

The most interesting system to implement was based on a mix of Transistor and an April Fool's Minecraft snapshot. When a player levels up, they may choose between one of two different boons. However, each boon will also come with a drawback that is applied to either their enemies or the wall pursuing them. When a player dies, they keep their boons, yet are allowed the choice to remove one of two drawbacks. The intent behind this system was to make death an indirect way to "Keep Moving Forward".

Tech Stack

  • Engine: Unity 2022
  • Language: C#
  • Audio: jsfxr

Post-Jam Improvements

  • Tweaked game balance to be more fair and less grindy
  • Added a public leaderboard system

About

A Unity twin stick shooter made in one week for a game jam.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

WallRunner

A twin stick shooter made in one week for the Code for a Cause game jam.

Gameplay demo

Not sure why the gif looks so bad on github, the weird grid isn't actually there.

About

WallRunner is a fast-paced dungeon shooter where you must fight enemies and outpace a wall that will kill you if you lag behind.

The jam's theme was "Keep Moving Forward", which inspired both the kill-wall mechanic and the progression system for each run.

This game was built in one week (with minor post jam updates). You may play the most recent version of the game and download a build here.

This game placed 16th in the judge rankings and 9th in the community ranking against ~250 other entries.

Gameplay Features

  • Twin stick shooter with keyboard and mouse inputs
  • Randomized dungeon structure on each run
  • Constant forward pressure from a kill wall

Difficulty System

The most interesting system to implement was based on a mix of Transistor and an April Fool's Minecraft snapshot. When a player levels up, they may choose between one of two different boons. However, each boon will also come with a drawback that is applied to either their enemies or the wall pursuing them. When a player dies, they keep their boons, yet are allowed the choice to remove one of two drawbacks. The intent behind this system was to make death an indirect way to "Keep Moving Forward".

Tech Stack

  • Engine: Unity 2022
  • Language: C#
  • Audio: jsfxr

Post-Jam Improvements

  • Tweaked game balance to be more fair and less grindy
  • Added a public leaderboard system

About

A Unity twin stick shooter made in one week for a game jam.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

WallRunner

A twin stick shooter made in one week for the Code for a Cause game jam.

Gameplay demo

Not sure why the gif looks so bad on github, the weird grid isn't actually there.

About

WallRunner is a fast-paced dungeon shooter where you must fight enemies and outpace a wall that will kill you if you lag behind.

The jam's theme was "Keep Moving Forward", which inspired both the kill-wall mechanic and the progression system for each run.

This game was built in one week (with minor post jam updates). You may play the most recent version of the game and download a build here.

This game placed 16th in the judge rankings and 9th in the community ranking against ~250 other entries.

Gameplay Features

  • Twin stick shooter with keyboard and mouse inputs
  • Randomized dungeon structure on each run
  • Constant forward pressure from a kill wall

Difficulty System

The most interesting system to implement was based on a mix of Transistor and an April Fool's Minecraft snapshot. When a player levels up, they may choose between one of two different boons. However, each boon will also come with a drawback that is applied to either their enemies or the wall pursuing them. When a player dies, they keep their boons, yet are allowed the choice to remove one of two drawbacks. The intent behind this system was to make death an indirect way to "Keep Moving Forward".

Tech Stack

  • Engine: Unity 2022
  • Language: C#
  • Audio: jsfxr

Post-Jam Improvements

  • Tweaked game balance to be more fair and less grindy
  • Added a public leaderboard system

About

A Unity twin stick shooter made in one week for a game jam.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

WallRunner

A twin stick shooter made in one week for the Code for a Cause game jam.

Gameplay demo

Not sure why the gif looks so bad on github, the weird grid isn't actually there.

About

WallRunner is a fast-paced dungeon shooter where you must fight enemies and outpace a wall that will kill you if you lag behind.

The jam's theme was "Keep Moving Forward", which inspired both the kill-wall mechanic and the progression system for each run.

This game was built in one week (with minor post jam updates). You may play the most recent version of the game and download a build here.

This game placed 16th in the judge rankings and 9th in the community ranking against ~250 other entries.

Gameplay Features

  • Twin stick shooter with keyboard and mouse inputs
  • Randomized dungeon structure on each run
  • Constant forward pressure from a kill wall

Difficulty System

The most interesting system to implement was based on a mix of Transistor and an April Fool's Minecraft snapshot. When a player levels up, they may choose between one of two different boons. However, each boon will also come with a drawback that is applied to either their enemies or the wall pursuing them. When a player dies, they keep their boons, yet are allowed the choice to remove one of two drawbacks. The intent behind this system was to make death an indirect way to "Keep Moving Forward".

Tech Stack

  • Engine: Unity 2022
  • Language: C#
  • Audio: jsfxr

Post-Jam Improvements

  • Tweaked game balance to be more fair and less grindy
  • Added a public leaderboard system

About

A Unity twin stick shooter made in one week for a game jam.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages