DEAL BREAKER
Deal Breaker was my first indie game project, developed with a small team of four, where I focused primarily on systems and technical design rather than polish or scale. The project involved designing and implementing core gameplay systems including 2D melee and ranged combat, basic enemy and boss behaviours, player ability unlocks, and a simple base upgrade loop that affected combat and progression. I also worked on the technical structure for branching narrative pathways and 2D cutscene integration, ensuring story events could be triggered reliably based on player state. Given the small team and limited resources, much of the work involved solving practical implementation problems, iterating on systems until they were stable, and learning how design decisions impact code structure, tooling, and long-term maintainability. The project was formative in building my technical confidence and systems-first approach to game design.