
Egehan Emre developed gameplay systems and infrastructure for the Orbs-And-Dash and no-poly-jam repositories, focusing on both feature delivery and codebase scalability. Over three months, he implemented mechanics such as a weighted-random MysterySpell, a runtime character customization system, and an in-game shop, using C#, Unity, and GDScript. He addressed gameplay balance by fixing orb collection logic during paralysis and improved stability through targeted bug fixes in collision detection and pathfinding. His work included major refactors of grid navigation and worker systems, establishing modular project structures and asset pipelines that support maintainable, extensible development for 2D and 3D game projects.
March 2026 performance summary for egehanemre/no-poly-jam: Delivered foundational infrastructure and significant refactors that unlock scalable development and reliable gameplay systems, while addressing core stability issues. The month focused on establishing a solid project skeleton, enabling asset pipelines, and refining the core map and worker systems to support rapid feature delivery and future enhancements.
March 2026 performance summary for egehanemre/no-poly-jam: Delivered foundational infrastructure and significant refactors that unlock scalable development and reliable gameplay systems, while addressing core stability issues. The month focused on establishing a solid project skeleton, enabling asset pipelines, and refining the core map and worker systems to support rapid feature delivery and future enhancements.
November 2025 — IanCher/Orbs-And-Dash: Delivered a focused bug fix to prevent orb collection and speed gains during paralysis. Implemented guard checks in the orb collection flow so orbs cannot be collected and speed bonuses are not applied when the player is paralyzed. This change improves gameplay balance, reduces exploitation risk, and enhances player experience during paralysis states. Commit f746f041ec5a14f0a804435789f5be1ef1a26068.
November 2025 — IanCher/Orbs-And-Dash: Delivered a focused bug fix to prevent orb collection and speed gains during paralysis. Implemented guard checks in the orb collection flow so orbs cannot be collected and speed bonuses are not applied when the player is paralyzed. This change improves gameplay balance, reduces exploitation risk, and enhances player experience during paralysis states. Commit f746f041ec5a14f0a804435789f5be1ef1a26068.
September 2025 performance summary for IanCher/Orbs-And-Dash focused on feature deliveries that enable gameplay depth, user customization, and monetization-ready UX, complemented by targeted fixes to improve UI reliability and cross-system integration.
September 2025 performance summary for IanCher/Orbs-And-Dash focused on feature deliveries that enable gameplay depth, user customization, and monetization-ready UX, complemented by targeted fixes to improve UI reliability and cross-system integration.

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