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Lemshoo contributed to the YandoroLIVE/CrimsonCurse repository by delivering eight new features and four bug fixes over three months, focusing on gameplay stability, visual fidelity, and workflow improvements. They enhanced enemy AI and balancing, refined level design, and overhauled lighting and particle effects to improve player immersion. Using Unity and C#, Lemshoo optimized prefab architecture, streamlined asset management, and integrated editor tooling such as dark mode support. Their work addressed collision accuracy, scene progression, and asset referencing, resulting in more reliable gameplay and maintainable code. The depth of their contributions enabled faster iteration and more consistent player experiences across levels.

Overall Statistics

Feature vs Bugs

67%Features

Repository Contributions

19Total
Bugs
4
Commits
19
Features
8
Lines of code
50,275
Activity Months3

Work History

February 2025

1 Commits • 1 Features

Feb 1, 2025

February 2025 monthly summary for YandoroLIVE/CrimsonCurse: Focused on refining enemy AI for stealth engagement and delivering a targeted patch to improve balance in the Sneaker Prefab. No major bug fixes were required this month.

January 2025

4 Commits • 1 Features

Jan 1, 2025

Month: 2025-01 — CrimsonCurse (YandoroLIVE) Key features delivered: - Enemy balance and refinement for FlummiFluffEnemy and Sneaker across levels, updating health, damage, attack/jump cooldowns, movement, and visuals; plus level-specific tweaks to improve encounter quality. Technical refinements: - Collider cleanup of unused colliders to improve encounter visuals and performance. - FF Prefab Rework and Jump Fix, including Level 13 collider adjustments to stabilize gameplay and asset pipeline. Impact and business value: - More consistent difficulty curve and clearer feedback during encounters, enabling easier tuning and data-driven adjustments in future sprints. - Improved visuals and performance from collider cleanup and prefab tooling; faster iteration cycles for balancing. Technologies/skills demonstrated: - Unity/C# gameplay balancing and enemy AI tuning - Prefab architecture and asset pipeline improvements - Collider optimization and level design refinements

December 2024

14 Commits • 6 Features

Dec 1, 2024

Concise monthly summary for 2024-12 – Repository: YandoroLIVE/CrimsonCurse Overview - December 2024 delivered stability fixes, visual refinements, and editor tooling improvements across CrimsonCurse, enhancing gameplay reliability, aesthetics, and developer workflow. The work focused on collision correctness, level progression, visual fidelity, and maintainability. Key Features Delivered - Crystal Hazard visuals refinements: reduced extraneous components, adjusted bounding box and lighting, and added particle-based effects to strengthen enemy presentation. - New tile assets and level visuals for Sc_L18: introduced additional tiles and background elements, updated prefab configurations and tile palettes to elevate level aesthetics. - Editor: Unity Editor Dark Mode integration: added UnityEditorDarkMode.dll to enable editor dark mode support for improved UX. - Level design and visual refinements across multiple scenes: adjusted tile flags, sorting layers, and introduced new game objects to increase depth and cohesion. - Enemy prefab enhancements: Pusher and Sneaker updated with Rigidbody2D/MonoBehaviour components; refined layers, collision settings, and behaviors. - Visual and lighting overhaul for CrimsonCurse level L10: enhanced lighting and sprite rendering to raise atmosphere and clarity. Major Bugs Fixed - Collider and asset reference fixes: corrected collider types for multiple tile assets and updated character sprite IDs to ensure proper collision behavior and asset referencing. - Level progression and scene naming fix: corrected next scene name for SCL09_MitteLinks and updated tile flags for proper level loading/progression. - Level 10 prefab and tile fixes (detection radius): fixed prefab layer assignments and tilemap data; adjusted detection radius for Bouncer enemy to stabilize level behavior. - Cleanup and asset organization: organized/renamed sprite assets, updated references, and applied minor adjustments to sprite properties and prefab configurations. Overall Impact and Accomplishments - Improved gameplay reliability and progression accuracy, reducing error states during scene transitions and collision handling. - Elevated level visuals and atmosphere, increasing player immersion and perceived quality, especially in Sc_L18 and L10 areas. - Streamlined development workflows with editor dark mode integration and better asset management, supporting quicker iteration and QA. Technologies/Skills Demonstrated - Unity 2D development (Tilemaps, Prefabs, Rigidbody2D, MonoBehaviour), C# scripting, and scene management. - Visual effects and lighting workflows, plus asset organization and maintenance. - Editor tooling integration and workflow optimization.

Activity

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Quality Metrics

Correctness79.0%
Maintainability81.0%
Architecture67.4%
Performance66.4%
AI Usage20.0%

Skills & Technologies

Programming Languages

C#UnityUnity AssetUnity Prefab

Technical Skills

Asset ManagementCharacter BehaviorCollider SetupEnemy BalancingFile OrganizationGame DevelopmentLevel DesignLightingParticle SystemsPrefab EditingPrefab ManagementSprite ManagementUnityUnity EngineVFX

Repositories Contributed To

1 repo

Overview of all repositories you've contributed to across your timeline

YandoroLIVE/CrimsonCurse

Dec 2024 Feb 2025
3 Months active

Languages Used

C#UnityUnity AssetUnity Prefab

Technical Skills

Asset ManagementCollider SetupFile OrganizationGame DevelopmentLevel DesignLighting

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