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Unity 2022.32024
Descent Into Madness
A published university team project with procedural dungeons, three classes, sanity pressure, bosses, loot, and a playable WebGL build.
- Role
- Four-person university game-development project; contributor to the shared Unity/C# implementation, integration, testing, and published build.
- Platforms
- WebGLWindowsitch.io
- Links
- Play on itch.ioSource

What it looks like
What it looks like
Class selectionThree starting classes change the player's combat profile before the five-floor run begins. Dungeon runThe released build combines procedural rooms, ranged combat, sanity pressure, loot, and minimap navigation.
Design pillars
What this game is about
- 01Procedural progression across five dungeon levels
- 02Three classes, ranged combat, loot, and bosses
- 03Sanity pressure and fast-travel exploration
- 04A playable v1.0.2 WebGL release
Engineering
Engineering
- Process 01
Give a procedural run a fixed dramatic arc
- Context
- Random rooms alone did not create a readable beginning, escalation, and finish.
- Approach
- Structure generation, difficulty, loot, and bosses across five increasingly demanding floors.
- Outcome
- Runs have a clear shape, while each floor must be balanced across three starting classes.
- Process 02
Use sanity as pressure, not decoration
- Context
- Health represented combat danger but did not support the psychological-horror premise between encounters.
- Approach
- Track sanity as a second survival pressure tied to exploration and progression.
- Outcome
- The theme affects play, but the compact HUD has to communicate two failure systems clearly.
Outcome
A shipped four-person university prototype with a public WebGL build and complete Unity source.
Postmortem
Build notes
The project taught the less glamorous half of team game development: integrating many shared systems, balancing procedural pressure, and preserving a build that another person can understand. Its scope and asset licenses are documented plainly because it is a student prototype, not a solo commercial title.
Design notes
Working notes
- Roughly 150 C# scripts divide procedural generation, movement, combat, enemies, UI, audio, and interactive props.
- Five escalating levels combine class-based combat, loot, bosses, sanity, minimap fast travel, and A*-based enemy line of sight.
- The v1.0.2 itch.io build is an educational prototype using third-party art and audio, not a commercial release.