
Developed and delivered a cohesive combat system for the kennedyat/RetroRobotRumble repository, focusing on enhancing combat feel, invincibility frames, and visual feedback to improve player clarity during gameplay. The work involved building a CombatFeelManager in C# within Unity, implementing a configurable hitstop and I-frame system with duration-based visualization, and updating assets and configuration files in XML and YAML. By prototyping and integrating visual cues such as screen flashes and material emission, the developer streamlined combat tuning and reduced QA overhead. Branch integration and prefab management ensured consistent deployment of these features, supporting faster iteration and a more responsive player experience.
Month: 2026-04 — Focused delivery of a cohesive combat system for kennedyat/RetroRobotRumble, delivering end-to-end enhancements to combat feel, invincibility frames, and visual feedback. The work materially improves player clarity during hits and dodges, supports faster iteration through configurable tuning, and updates assets/configs to align with the new systems. This release emphasizes business value through improved player experience and reduced QA/debug time for combat tune changes.
Month: 2026-04 — Focused delivery of a cohesive combat system for kennedyat/RetroRobotRumble, delivering end-to-end enhancements to combat feel, invincibility frames, and visual feedback. The work materially improves player clarity during hits and dodges, supports faster iteration through configurable tuning, and updates assets/configs to align with the new systems. This release emphasizes business value through improved player experience and reduced QA/debug time for combat tune changes.

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