Featured Project: Too Deep To Dig
Project Overview
Too Deep To Dig is a fully developed solo project where I designed and implemented a complete gameplay loop from scratch. This top-down RPG focuses on replayability and systemic design, combining procedural generation, combat, progression, and economy systems into a cohesive and scalable architecture.
The goal of the project was to create a game that feels different every run while maintaining consistent player progression and challenge balance.
Key Features
Procedural Dungeon Generation
Custom room-based procedural generation system with validation rules to ensure playable layouts, connectivity, and balanced difficulty progression.
View ImplementationQuest System
Modular quest architecture supporting multiple objectives and state transitions, designed for easy expansion and content scalability.
View ImplementationProgression System
Player progression framework handling stats, scaling, and upgrades, enabling consistent difficulty curves and long-term engagement.
View ImplementationCombat & Spell System
Real-time combat system with extensible architecture for weapons, abilities, and enemy behaviors, including spell interactions and damage handling.
View ImplementationNPC Interaction System
Dialogue and merchant system supporting player interaction, item transactions, and state-based responses for immersive world building.
View ImplementationMonster Ability System
Specialized system for enemy abilities and behaviors, enabling diverse combat scenarios and unique enemy mechanics.
View ImplementationMy Role & Responsibilities
This was a fully solo project where I was responsible for the entire development pipeline:
- Game design and core systems architecture
- Gameplay programming (C# / Unity)
- Procedural generation design and implementation
- UI/UX development and player feedback systems
- Performance optimization for PC and mobile
- Testing, balancing, and iteration
Technical Highlights
- Room-based procedural generation with validation rules to prevent broken layouts
- State-driven AI architecture for enemy behaviors
- Modular gameplay systems (combat, abilities, economy)
- Save/load system with persistent progression
- Mobile optimization (memory and performance constraints)
Key Challenges & Solutions
- Challenge: Generating levels that are both random and playable
Solution: Implemented constraint-based generation with validation passes to ensure connectivity and balance - Challenge: Maintaining scalable code as systems grew
Solution: Designed modular systems with clear responsibilities, enabling easier iteration and feature expansion - Challenge: Performance on mobile devices
Solution: Optimized update cycles, reduced allocations, and simplified runtime calculations
Lessons Learned
- How to design scalable gameplay systems instead of one-off features
- The importance of iteration and fast testing loops
- Balancing system complexity with player clarity
- Managing scope and priorities in a solo project