Top-down arena brawler · Unity 6
A top-down 2D arena brawler for four fighters. Pick swords off the ground; they orbit you and hit on contact. There is no attack button.
Overview
Sword against sword breaks both blades. Sword against body deals one of three hit points, and a kill pays a flat three-sword bounty.
Walking scrapes the sand overlay so the tilemap underneath shows through. The game is a mobile-first arena, shown here as a vertical gameplay clip.
Combat
Combat does not use an attack button. Blades are kinematic trigger colliders, including full kinematic contacts so swords can clash with each other.
-
Pickup
Swords on the ground are collected and then orbit the fighter.
-
Blade clash
Sword versus sword destroys both blades.
-
Body hit
A hit on a body costs one of three hit points.
-
Bounty
A kill pays a flat reward of three swords.
Movement & arena
Player and AI share the same movement path: both write MoveInput, and a shared Rigidbody2D velocity moves the body. Input comes from the Input System, with WASD and the arrow keys.
The arena is a weighted-random Tilemap, tiled fence sprites, and BoxCollider2D walls. Pickup and VFX objects go through a small object pool.
Enemies
Enemies run a five-state FSM: wander, seek, chase, attack, and flee. The state is re-decided a few times per second, with separation and wall avoidance.
Sand, feedback & tools
The sand trail is a ScratchCard mask driven from gameplay. World position is converted to screen space, then to a texture coordinate. Body and blades use different brush widths.
Hits use pooled sprite bursts, runtime-generated PCM one-shots, and camera shake. UI is uGUI: HUD, nametags, and a result screen. Rendering is URP 2D, with Light2D and sorting layers.
An editor tool rebuilds the scene, prefabs, and generated textures: the sand overlay, recolored bodies, and brushes.
Technologies
Features
- Four-fighter top-down arena
- Orbiting swords that hit on contact, with no attack button
- Blade clashes that break both swords
- Three hit points, and a three-sword kill bounty
- Shared Rigidbody2D movement for the player and the AI
- Five-state enemy FSM with separation and wall avoidance
- Sand overlay scratched away to reveal the tilemap
- Object pool for pickups and VFX
- Pooled bursts, generated one-shot audio, and camera shake
- Editor tool that rebuilds the scene, prefabs, and textures