RAFAEL DAVID JOSÉ

Monkey Hell

VIEW ON ITCH.IO SOURCE CODE

DESCRIPTION

The aliens have invaded, stolen Earth's resources, and worst of all—they took the bananas! You play as a fearless monkey, the last resistance against the extraterrestrial threat. Armed with weapons forged from alien technology, you must fight, explore, and craft your way through hostile islands, each filled with dangerous enemies and colossal bosses.

SCREENSHOTS

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MY ROLE & CONTRIBUTION

I implemented the crafting systems and resource management mechanics. My responsibilities included developing the complete crafting system with weapon, tool, and armor crafting stations, creating the chest storage functionality for material management, and implementing the inventory system with equipment slots for weapons, tools, and armor. I developed the resource gathering mechanics with tool durability and material source interactions, created the UI systems for crafting recipes and inventory management, and implemented the save system with auto-save functionality. I also built the complete menu systems including main menu, pause menu, settings, and island selection, and handled game polish including loading screens, fade animations, and tutorial integration.

CORE CONCEPTS

This project explores systems design with a focus on resource collection, item crafting, and action-based combat. It applies concepts of enemy design, bullet hell mechanics, and player progression. The interaction design integrates tools, weapons, and environment elements into a unified control scheme, encouraging exploration and strategic decision-making.

TECHNICAL ASPECTS

Monkey Hell was developed in Unity for Windows using C# for player controls, combat, and inventory systems. The game features a top-down perspective with dynamic camera zoom and rotation. It includes a custom crafting system, projectile-based combat, tool durability mechanics, and procedural boss behaviors. Visual feedback and performance optimizations were implemented to support real-time gameplay with many projectiles on screen.

COURSE: "Project Workshop I" – Bachelor in Videogames, Universidade Lusófona (3º year, 1º semester)

PLATFORM: PC (Windows)

DEVELOPMENT TIME: ~3 Months

TEAM SIZE: 4 developers

TECHNOLOGIES USED:

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