Combat & Spell Systems
Built the core first-person combat loop and reusable spell behavior, including cooldowns, damage scaling, upgrade-driven effects, and the moment-to-moment systems that make casting feel responsive.
A fast-paced roguelite fantasy FPS built around expressive spellcasting, arena combat, enemy waves, and upgrade-driven runs.
Overview
SpellFister began in a university game development course, where I led a small team through a five-week prototype: a tightly scoped, wave-based arena FPS. After the course, I took ownership of the project and continued developing it independently, expanding that prototype toward the game we originally imagined — a full roguelite built around expressive spellcasting, replayable runs, progression, and increasingly chaotic combat.
SpellFister Links
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The public Steam page is currently in development.
Coming Soon
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Watch on YouTube ↗Highlighted Work
Built the core first-person combat loop and reusable spell behavior, including cooldowns, damage scaling, upgrade-driven effects, and the moment-to-moment systems that make casting feel responsive.
Implemented state-driven enemy behavior and wave-based encounters designed around projectile pressure, positioning, and readable combat roles.
Created modular run and permanent-progression systems that support upgrade combinations, balancing, iteration, and adding new content without rebuilding the surrounding loop.
Owned the broader player experience across movement, UI, saving, balancing, feedback, playtesting, and repeated polish passes as the project evolved from prototype to a larger roguelite.
Gallery
Tools & Tech