A stage-based, systemic, deductive puzzle game with handcrafted puzzles.
Control the trolls to defeat the evil gnomes.
This project is still a work in progress, but the core mechanics and most of the polishing are complete.
Technical highlights
Tight, sequence-based controls
- Custom motion system for chaining animations and gameplay events with zero garbage allocation
- Data-driven game logic, decoupled from Unity’s physics and colliders (e.g. validate level structure, not runtime collisions)
- Fluid animation chaining: fully tile-based logic that feels continuous and non-grid-bound
- Undo with rewind mechanics, integrated into core gameplay rather than bolted on
Built-in level editor (player-facing & production-used)
- The same editor used to build the shipped levels is available to players.
- Custom compact binary format for levels
- Custom windowing system built in uGUI
- Full quality-of-life feature set: undo/redo, clipboard operations, selection tools
Pixel art & rendering
- Pixel art created in Aseprite
- Python and Lua scripts for mass export and global palette replacement
- Advanced pixel alignment techniques, like pixel perfectness even at odd resolutions and intentional “cheating” during motion to preserve visual crispness
- 2D Animator
- Animator
- Artist
- +4



