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Project Samuro

University team project · PC

Project Samuro is a university team project and an early mechanic-driven case study. The game is built around a clone system used for traversal and puzzle-like platforming decisions.

Project Samuro gameplay screenshot

Project context

  • Status: Shipped
  • Platform: PC
  • Genre: 2D Platformer
  • Engine: Unity (C#)
  • Team context: Small university team
  • Link: itch.io page

My role and responsibilities

  • Proposed the clone-based core mechanic
  • Designed challenges around clone placement and switching
  • As the team's sole programmer, coded all gameplay systems in Unity/C# by hand, without AI assistance
  • Structured interactions so one core rule could support multiple scenarios

Design focus

The key objective was making one mechanic flexible enough to drive the whole game loop.

The clone system creates decisions around:

  • positioning
  • timing
  • role switching
  • traversal planning
Project Samuro clone traversal screenshot

Systems notes

Rather than using clones as a one-time gimmick, I aimed for a reusable systemic rule that players could apply repeatedly in different level contexts.

That made this project an early example of systems-oriented design and implementation working together.

Outcome and lessons

Project Samuro remains a useful supporting case study for mechanic-driven gameplay structure.

Main lessons:

  • one clear mechanic can carry substantial gameplay depth
  • level design quality depends on rule clarity
  • implementation details strongly shape mechanic readability
Project Samuro platforming systems screenshot