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Core Gameplay Features

Doom Scroller combines the intensity of endless runners with cooperative platforming strategy:

  • Asymmetrical Co-Op – Two distinct roles demand teamwork: one player controls the robot escaping danger, while the other manipulates the claw to place platforms and shape the path ahead.

  • Dynamic Platforming – The claw can grab, move, and rotate platforms in real time, forcing both players to adapt on the fly to survive.

  • Impending Doom – A relentless alien threat constantly pursues the players, creating urgency and ensuring that every misstep feels critical.

  • Replayability – Procedural level chunks, varied platform types, and shifting obstacles ensure that no two runs play the same, challenging players to develop rhythm and communication across sessions.

contributions

As a Programmer & Technical Designer
I focused on building the game’s core systems and ensuring both players’ mechanics felt distinct yet cohesive. I translated design concepts into functional code, iterated based on playtesting, and supported the team in refining gameplay through agile processes.
 

Technical Design & Architecture
As a technical designer, I scoped out features and broke down rough ideas into actionable scripting tasks. I helped shape the game’s script architecture, including the chunk spawning system and state logic, ensuring our framework could support the demands of an infinite runner while leaving room for expansion.
 

Core Gameplay Systems
I took charge of scripting the cooperative mechanics that define Doom Scroller.

  • For the Robot, I implemented movement, jumping, collision, and health systems.

  • For the Claw, I built mouse-driven movement, platform grabbing/placing, and interaction logic.
    These systems were tied together through a complex state machine that coordinated player actions, obstacle triggers, and scrolling camera transitions.
     

Endless Runner, Endless Testing
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I engineered and overhauled the chunk spawning system, which initially felt repetitive. Through iteration and playtesting, I redesigned it to provide greater variety and smoother flow, ensuring replayability and rhythm in cooperative runs.
 

UI/UX & Presentation
I created systems to improve clarity and player feedback, including the “Impending Doom” distance indicator and visual cues for claw interactivity. I also refined the camera to keep both players visible, balancing readability with the chaotic pace of an endless runner.

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