Projects / Space Shooting Range
SoloSpace Shooting Range
A 2D side-scrolling shooter in the spirit of the NES games I grew up on, with every sprite drawn by hand.
- My role
- Everything, solo
- Timeline
- October 2021 to January 2022
- Engine
- Unity 2D
- Art
- Illustrator and Photoshop
In short
What it is, and what I did on it
The game
Inspired by Special Cybernetic Attack Team and Meteoride. Enemies come in types with their own behaviour, and the difficulty climbs the longer you last.
My part
Design, code, art and animation.
What it gave me
The fundamentals: movement, enemy behaviour, spawning, and difficulty that scales over time.
Hands-on
What I built


Movement and controls. Smooth, responsive movement through the level.
Enemy behaviour. Several enemy types, each with its own way of attacking.
Bullet spawning. A spawning system that keeps combat unpredictable.
Rising difficulty. The game gets harder over time, so it keeps asking more of the player.
Endless scrolling. A parallax background that gives the scene depth.
Animated menu. A main menu with objects drifting at random.
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How it was built
- Movement, enemy behaviour and bullet spawning on Unity's 2D physics, with my own scripts on top
- Every gameplay element and every menu screen animated inside Unity
- Git for version control, even working alone
The look
Simple, hand-made art in Illustrator and Photoshop, kept close to the retro look of the shooters it is inspired by.
Contact