Hungry Bear
Solo Project — Unity — 2D Platformer
Role:
Solo Developer / Gameplay Programmer - Focusing on player mechanics (Movement, shooting), collectibles, enemy AI, environmental hazards and win/lose conditions
Tools:
Unity
C#
2D physics
UI Canvas
What I did:
Built a 2D platformer movement controller (movement, sprint, jump) tuned for responsive platforming
Designed a collectible progression system gating level advancement behind an on-screen counter
Built a pick-up/throw interaction system, used as the core mechanic for dealing with enemies
Built UI for objectives, counters, menu flow, and a win screen
What I learned:
How to design a simple but complete loop: learn controls → collect → unlock progress → win.
UI clarity matters even in small games — objective text and counters keep the player oriented.
Interaction systems (pick-up/throw) introduce extra edge cases (collisions, state, and feedback), so clean logic and testing are important.
Even simple combat systems add important edge cases (range, timing, hit detection, feedback), so testing and clear player feedback makes a big difference.
What’s in the game
Overview
Hungry Bear is one of my early Unity projects where I focused on building a complete playable loop: clear controls, a collectible-driven objective, platforming challenges, and a satisfying win condition.
A solo 2D Unity platformer where you collect honey pots to unlock progression and defeat bees by picking up and throwing objects.
Implemented player controller logic (movement, sprint, jump) and tuned it for responsive platforming.
Built a collectible tracking system (honey pot counter + progression requirement).
Designed the pick-up/throw system specifically as a way to deal with bee enemies, tying interaction directly into the core gameplay loop.
Created UI for objectives + counters, plus menu flow and a win screen.

