© 2026 Salih İlhan. Tüm hakları saklıdır.
Bu proje MIT Lisansı altında lisanslanmıştır. Daha fazla bilgi için LICENSE dosyasını okuyun.
Project RUN is a mobile hybrid-casual runner developed in Unity 6000.3.5f2. Unlike traditional endless runners that rely on an "all-or-nothing" high-score model, this project introduces a Level-Based Progression System combined with RPG-style Meta-Progression to reduce player frustration and increase long-term retention.
💡 Designer's Note: This repository contains a polished vertical slice. Core running gameplay, hit/damage mechanics, main menu navigation, and the character stat upgrade loop are fully implemented.
- Level-Based Structure: Replaces the exhausting endless loop with definitive milestones, giving players a clear sense of progression and short-term achievement.
- Health & Damage System: Hitting an obstacle reduces the player's health pool (%100 \rightarrow 75%) instead of causing an instant game-over. This shifts player motivation from pure twitch-reflexes to strategic resource management.
- Pacing (Kishōtenketsu Structure): Levels are structured to introduce a new obstacle type, scale its difficulty, and then offer a low-stress "breather level" packed with coins before ramping up again.
A balanced Taps & Sinks ecosystem designed around a modular character upgrade screen:
- Speed: Changes the risk/reward ratio by increasing velocity vs. reaction windows.
- Resistance: Directly increases the player's health pool to survive more collisions.
- Explorer: Multiplies the detection/spawn rate of rare map components.
- Lucky: Increases regular coin and piece inflow during runs.
- Game Engine: Unity 6000.3.5f2 (Safe Mode Verified)
- Render Pipeline: Universal Render Pipeline (URP 3D)
- UI/UX Architecture:
- High-contrast, "juicy" UI design elements mapped to adaptive layout groups.
- Native Unity UI components integrated with scalable sprite atlases for draw-call optimization.
- Monetization-ready screen hooks (Rewarded Ad simulations for stat multipliers, Special Offers, and Dual-Currency Shop architecture).
Visual onboarding and progression tracking.
![Main Menu]
The core meta-game loop showing individual stat upgrades via Gold/Diamonds/Ads.
![Character Upgrades]
Real-time runner gameplay featuring low-poly assets and the integrated health state. ![Gameplay]
![Pause Menu]
Due to a solo-developer scoping crunch (burnout phase), the following high-fidelity mechanics currently exist in the design layer but are not fully hooked into the core loop:
- Dynamic Roadside Shops: Designing side-lanes where a player can steer completely to the right/left to trigger a slow-motion shop window, allowing them to purchase temporary power-ups (Shielding, Healing, Acceleration) mid-run.
- Component Integration: The logic for discovering and combining map parts to unlock specialized boosts.
This project is for portfolio and demonstration purposes only. All design rights, UI assets, and code structures belong to the repository owner.