ABOUT

Play as a time manipulating samurai. Dodge, deflect, and slash your way into the shogun's castle to seek your revenge.

CHRONOBOUND is a student project made by 3 game designers. My role was technical designer and gameplay programmer.

PROJECT INFO

Role: Game Designer

Team Size: 3

Time Frame: 10 Weeks

Engine: Unity

I implemented the time slowing mechanics by setting the game's time scale based on player's velocity. The primary goal of this mechanics is to make the player feel cool. By slowing down time player have more time to react and plan their actions of either dodging or deflecting the bullets.

Initially, we planned to make the time completely stopped with the player. However, we found that the change felt too jarring so I change it to slowing down time instead which felt smoother.

The player can perform a melee sword attack that one shots any enemy.

The player can dash towards the aiming direction. This gives the player the extra mobility to dodge bullets and close in distance.

After each kills, player can deflect a bullet once with their melee attack. This pairs very well with the time slowing mechanics as player can take their time to aim.

I implemented 4 different types of enemy and 1 boss enemy. Each enemy have different bullet firing pattern and some enemies have different movement pattern. The goal with these enemies were to provide variety in gameplay and challenge the player.

Basic Enemy

Triple Fire Enemy

Laser Enemy

Homing Bullet Enemy

Boss Enemy (The Shogun)

For the boss enemy I decided to do something extra. He constantly summons random types of enemy and he is equipped with a forcefield. Player has to break the forcefield by deflecting a bullet into the it before they can deal any damage to the boss.

To add elements of challenge and competition to CHRONOBOUND, I implemented player statistics tracking so player can show off their best time to others or challenge themselves.

Time and deaths for each levels are shown throughout the game. At the end screen, player can see their total time and deaths as well as some additional statistics.

WHAT I LEARNED FROM THIS PROJECT

I gained experience in C# from implementing all the game mechanics by myself. I practiced communicating my ideas and vision to other game designers.

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