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Sneaky Shooter

 I have worked on this game Individually over the course of just 15 days. You can check out the main highlights of this game down below.

Screenshot (446).png

Screenshots from the Game

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Oblivion's Edge

Project type

Hack-n-Slash Game

Date

April 2025

"Oblivion" is a fast-paced solo hack-and-slash combat game inspired by the intense action of Devil May Cry and Metal Gear Rising: Revengeance. Currently in development, the game focuses on delivering fluid, high-octane combat with a dynamic combo system that reacts to player inputs, movement triggers, and situational context.

Key Features:

Precision Combat System: Chained attacks, aerial combos, and weapon-switching for varied playstyles.

Movement-Driven Mechanics: Dodges, dashes, and directional inputs alter combat sequences for deeper mastery.

Stylish Visual Feedback: Screen shakes, particle effects, and hit-stop animations emphasize impact.

Modular Design: Built using curated marketplace assets (credited) and custom scripts for scalability.

Status: Work-in-progress (WIP) with regular updates. Source code available on GitHub for collaboration or review.

Anchor 1

01

Movement Functionalities

At first I was planning to add some parkour functionality but then my inspiration for this game was MGSV, one of the greatest stealth game there is.. So I decided not to overcomplicate his movement so that he has limitations to being stealthy.

02

Automatic, Bust-Fire and Single Shot Shooting

Currently my character has only one favourite gun of his. An Automatic assault-rifle . It is a automatic gun but I have implimented other featues in the code and if I create more guns based on my base class I can give them any shooting functionality just from toggling a check-box. 

03

Rock throw to distract

This is one of the most interesting features of a stealth game that I like, when you don't want to risk enemies spotting you while you move. You can distract them by throwing rocks and making sounds in my game! 

04

Custom patrolling path for AI

Enemies in my game are not bound to follow a same patrol path pattern.

They can patrol in a longer path or a short path with as many patrol points needed. 

05

Footstep  Detection

Well, no point of calling it a stealth game if enemies are unable to listen to you moving around. Thats why in my game I have a footstep hearing ability for my enemies so they can hear you move and be alerted.

06

Stealth Takedown

Enemies can be taken down but only when they are unaware of someone being around if they get alerted which is indicated on top of their head. Oops! you can take them down any longer unless they again start patrolling or become unaware of your presence.

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