Game systems design
PvPvE Procedural Roguelike
A top-down PvPvE survivor roguelike where procedural loot, compatibility, corruption, enemies, and other players shape the same evolving match.
The project
This project did not begin as a planned game. Its original repository was a small test client for exercising a .NET multiplayer game server during development of another project. Adding enough gameplay to meaningfully test networking and server behavior created new design questions, those questions produced additional mechanics, and feature creep gradually transformed the test environment into its own game concept. The repository continued to carry the deliberately mundane name 'Game Server Test Game' even after the design had become substantially more ambitious.
The resulting concept became a top-down PvPvE survivor roguelike influenced by the accessibility of Vampire Survivors and the player-consumption dynamics of Agar.io. Players begin each session relatively weak and build power from enemies, bosses, items, and other players. Instead of treating loot, PvP, PvE, progression, and difficulty as independent systems, the game was designed around their interaction: defeated players can transfer accumulated power, enemies can become more dangerous through successful kills, and item combinations can evolve into strong synergies, harmful incompatibilities, or deliberately tempting high-risk corrupted builds.