Game Case Study

Dude

A small roguelike prototype built to explore how scarcity, randomness and audio/visual feedback shape tension, anxiety and relief.

Role Game Designer
Engine Unity
Platform PC (Prototype)
Engine Unity
Platform PC
Overview
Dude gameplay

Dude is an affect-driven prototype built from Unity’s 2D Roguelike tutorial, reworked to study an emotional arc of tension → anxiety → satisfaction. Instead of chasing feature breadth, I focused on how pacing, scarcity, and readable randomness change what players feel moment to moment—when they take risks, when they panic, and when a close win feels earned.

Design goals

What I was trying to achieve.

  • Tension you can feel

    Use scarcity, enemy pressure, and short “breathing spaces” to keep players on the edge without overwhelming them.

  • Meaningful trade-offs

    Tune food, health, and pickups so decisions have consequences—survive now vs. prepare for later.

  • Readable randomness

    Keep runs varied, but bounded. Surprises should create anxiety, not confusion or “cheap” deaths.

My contribution

What I personally owned.

  • Economy & pacing tuning

    Adjusted drop rates, damage, healing values, and room pacing to hit targeted emotional beats across a short session.

  • Encounter & layout iteration

    Tweaked spawn logic and room composition to control pressure spikes and recovery windows, improving fairness and readability.

  • Affect-focused playtesting

    Recorded player reactions, failure points, and “why did I die?” moments, then iterated to reduce frustration while keeping intensity.

Process & learnings

How the project evolved and what I took away.

The main challenge was that small balance changes radically altered the emotional curve. When health and food were too generous, sessions became flat; when scarcity was too harsh, it turned into frustration. I iterated by treating the game like an emotional pacing problem: controlling pressure spikes (enemy density/damage), recovery windows (safe rooms/loot), and uncertainty (randomness bounds). This project reinforced that affect isn’t something you add at the end—it emerges from the numbers, timing, and clarity of the rules.

Core loop

The moment-to-moment flow I focused on.

Loop

Explore rooms → manage scarcity (health/food) → take fights with risk → collect resources → push deeper for better outcomes → reset on failure and try a smarter route.

Why it works

The loop creates tension through limited recovery and uncertainty, then pays it off when the player survives a risky decision and stabilises again.

Key features

What’s implemented in the prototype right now.

Scarcity tuning

Health, food, and drops are tuned to create meaningful trade-offs rather than guaranteed safety.

Readable randomness

Variation is bounded so runs feel different, but failure still feels explainable and fair.

Pressure & recovery beats

Encounter pacing alternates spikes and breathing spaces to maintain anxiety without constant overload.