Social Spiral
Current: Alpha Version of Social Spiral
Social Spiral is currently in alpha: the core loop is in and playable, and we’re now building upward. This build features WASD movement with mouse aiming, functional health and damage, a working wave system with clear wave UI, upgrade pickups between rounds, multiple enemy types including a ranged enemy, and a basic narrative layer delivered through dialogue and cutscene hooks. A dedicated stats screen and upgrade system are implemented so players can track their build and feel their choices matter across waves. Right now, I’m using the existing systems to implement our boss encounter, designing its patterns around the mechanics we already support to keep the fight cohesive with the rest of the game.
My primary contributions so far include: building the stats screen, designing and implementing the upgrade mechanics, creating and integrating animations and behaviours for the ranged enemies, and prototyping the boss using our current combat, UI, and wave infrastructure.
