platformer gameplay · UI · systems

Cumulo-Climb

image coming key art

ABOUT THIS PROJECT

A pixel-art climb through the clouds, playable in the browser.

Every summer DGA builds one game together, and this was 2026's: A browser platformer about getting higher, made in Unity over roughly 590 commits by a rotating club team. I moved across three areas rather than owning one, which is the honest description of how a volunteer summer project actually works.

Scoring and the combo rules

Built the scoring system and the combo counter on top of it. The interesting part is not counting up, it is the two cases that break a combo: landing on a cloud you have already used, and hitting a cloud anywhere other than its weak point. Both had to be caught explicitly, because the first version awarded combo on every landing and the score inflated on its own without the player doing anything well.

image coming climbing

Player animation tree

Wired the animator state tree for idle, jump, fall and directional movement, plus the wings and boots variants that swap the sprite set when the player has a pickup. The transitions are driven from the movement state rather than triggered at the call site, so the sprite cannot drift out of sync with what the character is physically doing, which is what kept happening when animations were fired manually.

image coming menus

Menus and persistent settings

Title, pause and death screens, with the settings sliders routed through the game manager instead of the menu that happens to be open. That way audio and options survive a scene change, and the death screen and title screen cannot both be live at once, which was a real bug before the state was centralized.

image coming clouds

The architecture underneath

Worked on the chunk manager that streams the endless climb, along with the prefab structure, TextMeshPro fonts and the border and UI scaling that keep the game readable when the window changes size.