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Telif Hakkı ve Lisans

© 2026 Salih İlhan. Tüm hakları saklıdır.

Bu proje MIT Lisansı altında lisanslanmıştır. Daha fazla bilgi için LICENSE dosyasını okuyun.

🏃‍♂️ Project RUN (Vertical Slice)

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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.


🚀 Key Features & Design Philosophy

🛠️ Core Gameplay Mechanics

  • 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.

🪙 Meta-Progression & Game Economy

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.

🛠️ Technical Stack & Implementation

  • 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).

📸 Screenshots & UI Previews

1. Main Menu & Level Progression

Visual onboarding and progression tracking.

![Main Menu]

Artboard 1

2. Character Upgrades & Stats Panel

The core meta-game loop showing individual stat upgrades via Gold/Diamonds/Ads.

![Character Upgrades]

CHARACTER_FEATURES

3. Gameplay & Pause States

Real-time runner gameplay featuring low-poly assets and the integrated health state. ![Gameplay]

Ekran görüntüsü 2026-05-11 231129

![Pause Menu]

Ekran görüntüsü 2026-05-11 231257
Çalışma yüzeyi 2

🧭 Unimplemented Vision (Future Roadmap)

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:

  1. 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.
  2. Component Integration: The logic for discovering and combining map parts to unlock specialized boosts.

📄 License

This project is for portfolio and demonstration purposes only. All design rights, UI assets, and code structures belong to the repository owner.

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Mobile Hybrid-Casual Runner Slice | Unity 6000.3.5f2 | URP 3D | Level-Based Progression Architecture | RPG Meta-Progression & Game Economy | Sprite Atlases UI Optimization

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