JUL 2, 1993

Galaxy Strike

An on-rails space shooter. I built a New Input System ship with procedural banking, mouse-aimed lasers, Timeline-driven levels, and shader-flash damage feedback on both the enemies and the player.

Heads-up This is a heavy WebGL build and can take a while to load - if it stalls, watch the gameplay video or grab the downloadable build from the itch.io page instead.

Galaxy Strike
EngineUnity
LanguageC#
InputNew Input System
SequencingTimeline
CombatMouse-Aim Lasers
FeedbackShader Flash
Systems Built
  1. 01
    Movement On-Rails Ship Control

    Built ship control on the New Input System, clamped to a flight box so it drifts across the screen but never leaves it, with procedural pitch, yaw, and roll banking eased toward the input through Quaternion.Lerp so the craft leans into every turn. PlayerMovement.cs

  2. 02
    Combat Mouse-Aimed Lasers

    Programmed laser fire that toggles particle emission from a single action and aims at the cursor - projecting an aim point with ScreenToWorldPoint and orienting the beams toward it with LookRotation, so converging fire tracks the mouse instead of shooting straight ahead. PlayerWeapon.cs

  3. 03
    Enemies Damage, Flash & Death

    Built enemy damage through OnParticleCollision as the lasers strike, a refreshable coroutine that swaps in a flash shader on each hit, and a death sequence that drops the enemy under an extra gravity multiplier, awards score, and detaches a death VFX before destroying it. Enemy.cs

  4. 04
    Player Hit Response & Crash

    Programmed player hits with the same flash feedback, then a crash on death that disables the controller, drops the ship under gravity, spawns the explosion, and hands off to the scene manager to reload. CollisionHandler.cs

  5. 05
    Sequencing Timeline Course & Dialogue

    Ran each level as a Unity Timeline PlayableDirector that flies the path and cues encounters - disabled on death by both the enemies and the player so the track stops cleanly - with a dialogue driver stepping through lines as the timeline calls for them. DialogueLines.cs

  6. 06
    Flow Score & Restart

    Wired a TextMeshPro scoreboard to enemy kills as they report in, and a scene manager that reloads the level on a timed delay once the player goes down. Scoreboard.cs · GameSceneManager.cs