
Over three months, Ian contributed to gamkedo-la/AttackStackCharlie and IanCher/Orbs-And-Dash, building gameplay features and stability improvements using C#, GDScript, and Unity. He developed systems such as critical danger feedback, health UI warnings, and a shield mechanic that integrates with orb counters, focusing on player experience and cross-level consistency. His technical approach included modular node management, shader implementation for retro effects, and robust event handling to prevent crashes and ensure reliable state transitions. By refining enemy AI, procedural generation, and defensive mechanics, Ian delivered maintainable, testable solutions that enhanced gameplay resilience and visual polish across multiple game environments.

July 2025 monthly summary for IanCher/Orbs-And-Dash: Delivered the Shield System and Invulnerability Mechanics, introducing a shield prefab that prevents orb loss when active, handles collision and self-destruction, and integrates shield state with orb counter management. Implemented invulnerability during shield to block debuffs and preserve movement speed, and fixed debuff application while shield is active. This work reduces orb-loss risk, enhances gameplay resilience, and provides a robust foundation for future defensive mechanics. Technologies demonstrated include Unity prefab system, collision handling, and state management; strong integration with gameplay counters and debuff logic.
July 2025 monthly summary for IanCher/Orbs-And-Dash: Delivered the Shield System and Invulnerability Mechanics, introducing a shield prefab that prevents orb loss when active, handles collision and self-destruction, and integrates shield state with orb counter management. Implemented invulnerability during shield to block debuffs and preserve movement speed, and fixed debuff application while shield is active. This work reduces orb-loss risk, enhances gameplay resilience, and provides a robust foundation for future defensive mechanics. Technologies demonstrated include Unity prefab system, collision handling, and state management; strong integration with gameplay counters and debuff logic.
January 2025 monthly focus: AttackStackCharlie delivered two high-impact features with maintainable, testable implementations and a visual polish pass that enhances retro aesthetics while preserving performance. The work is aligned with business value by improving gameplay feel, user engagement, and cross-level visual consistency.
January 2025 monthly focus: AttackStackCharlie delivered two high-impact features with maintainable, testable implementations and a visual polish pass that enhances retro aesthetics while preserving performance. The work is aligned with business value by improving gameplay feel, user engagement, and cross-level visual consistency.
December 2024: Delivered key features and stability improvements for gamkedo-la/AttackStackCharlie, focusing on player feedback, health UI reliability, and refined enemy behavior to raise engagement and reliability across levels. Key features include CriticalDangerFeedback, Health UI accessibility with 1 HP warning, Hurry Up! time-pressure prompt, EvilCircler teleport/rotation fixes with a smoother orbit via lerp, and Projectile Range Balancing to extend projectile duration. Major fixes include preventing crashes when a level lacks a health component. These changes improve UX, reduce crash risk, and enable consistent cross-level behavior.
December 2024: Delivered key features and stability improvements for gamkedo-la/AttackStackCharlie, focusing on player feedback, health UI reliability, and refined enemy behavior to raise engagement and reliability across levels. Key features include CriticalDangerFeedback, Health UI accessibility with 1 HP warning, Hurry Up! time-pressure prompt, EvilCircler teleport/rotation fixes with a smoother orbit via lerp, and Projectile Range Balancing to extend projectile duration. Major fixes include preventing crashes when a level lacks a health component. These changes improve UX, reduce crash risk, and enable consistent cross-level behavior.
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