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PrototypeGame2016 — 2018
Raccoo: The Lunar Guardian
A 2D platformer prototype: dash, wall-jump and scavenge through puzzle-like levels.

A 2D platformer for Android and iOS. The raccoon hero dashes, wall-jumps and scavenges through jungle levels that play like puzzles. It was built but never published.
My role
Solo developerSolo developer: built the whole game end to end
Team
Zadzen Games · 2016 — 2018
Platforms
- iOS
- Android
Stack
- Unity 5.6
- C#
- Anima2D
- DOTween
- GameAnalytics
Solo developer
What I did
- 01Lead UI/2D programmer, and designed the software architecture.
- 02Bone-based 2D character animation with Anima2D.
- 03Platformer movement (dash, wall-jump, scavenging) and puzzle-like level design.
- 04GameAnalytics and DOTween integration, debugging and optimisation.
What stands out
- 01Dash and wall-jump movement through puzzle-like levels.
- 02Full title is 'Raccoo: The Lunar Guardian'.
- 03Full Unity project with a git history, Anima2D bone-rig examples, and a NGUI-based UI.
- 04Character rig used Anima2D-driven bone-based 2D animation, with separate texture parts for arms, legs, ears, tail, mask and torso.
- 05The main menu art includes a moonlit-forest background with ancient stone totems and the raccoon character perched on a branch.
- 06The splash/loading screen depicts the raccoon character confronted by a large alligator-like swamp creature amid fireflies and piranhas.
- 07A dedicated stage-1 environment art sheet shows individual modular art assets: multiple tree types, palms, rock formations, glowing plants, mushrooms and moss-covered totem props used to build levels.
- 08Finished, full-resolution single-prop renders (individual mossy stumps, rocks and totem masks with glowing cyan magic water/light) were composited down into the smaller environment art sheet.
- 09Sliced Anima2D rig parts (body, ears, hands, legs, tail, collar, gem, mask) plus two finished character sprite renders show Raccoo transformed into a glowing blue spirit wearing a totem mask, in standing and running poses.
- 10The game design doc describes a Rayman Adventures-style auto-runner/platformer: swipe to change direction, tap to jump/double-jump, swipe near enemies/obstacles to attack using the power of an equipped totem mask (up to 3-4 collectible totems, switched via on-screen icons in the bottom-right corner).
- 11Totem masks grant unique elemental powers tied to obstacles/puzzles, e.g. a water totem lets Raccoo breathe underwater, a silver totem grants higher jumps, and a fire totem burns through obstacles and is effective against bosses.
- 12Design doc lists a 'required art elements' checklist for the MVP demo level: main character animation set (idle/cling, run, jump, double jump, dash/phase, turn), one boss with movement/jump/two attacks, background layers (far/mid/foreground), jumpable platforms, ground tile variants, two totems with matching masks and effect sets, three static obstacle types (ideally tileable), and one dynamic enemy with idle/turn/move/attack animations.
- 13Design references cited for gameplay/level-design/combat feel: Rayman Adventures (controls), Shadow Blade (move combos), Rayman Fiesta Run (level design/obstacles), BADLAND (gameplay flow/logic obstacles), Super Meat Boy (reflex obstacles), plus boss-fight video references to Shantae and Sonic the Hedgehog.
See it in action







