

Dont Waste It
Dont waste it is a 2d pixel-art puzzle platformer built solo in unity 6, starring a small robot navigating a factory in search of a way out to escape.
The game is built around a single core constraint a limited jump budget, that turns every movement decision into a resource management choice, layered on top of traditional platforming and light environmental puzzle-solving.
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Details:
Tools used
Github, pixabay, audiomas, asprite, itch.io, C#, Photopea, canva.
Project type: 2D PC game
Game genre: Puzzle platformer game
Game engine: Unity 6.3
Time frame: 4-5 Months
Core Mechanics — Combat
Ground + mid-air melee attack
Patrol-and-shoot enemy AI, instant-kill hazards
3-heart health system with i-frames
Running out of jumps costs a heart instead of failing the level
Metrics
1 core movement constraint system
8 distinct level mechanics
3 enemy types / 1 hazard types
34 levels across 3 worlds (with individual leaderboards)
Full account system: sign-up, sign-in
Core mechaincs
Core Mechanics — Progression
Linear level unlock, 34 levels total
Jump pickups as the only "currency," extend budget mid-level
Per-level leaderboards as a secondary, skill-based progression track





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Lessons Learned
One clear constraint (jump budget) made every other design call easier to evaluate
Wordless visual feedback > numeric UI for communicating state
Reusable systems (camera, audio, transitions) paid off heavily later
Bug fixing often meant researching known SDK issues, not just debugging own code
Gained real depth in UGS, async/await C#, shader writing, systematic debugging
Challenges encountered
Camera zoom silently overridden by Pixel Perfect Camera removed component, manual pixel-snap
Camera-parented particles looked fake ("snow globe") → fixed via Simulation Space World, not Local
Leaderboard "not initialized" error → traced to a known Unity SDK race-condition bug, fixed init pattern
Footstep SFX rapid-firing on jump → fixed via dedicated jump-triggered suppression timer
Final Reflection
Most proud of: jump-budget system holding together as the spine of the whole design of the game
Biggest challenge: account/leaderboard system (auth timing + SDK bugs + data-source mismatches)
Biggest success: shipped a full 34-level game solo with working accounts + leaderboards
Biggest takeaway: designer discipline = tracing bugs to root cause, not just "fun ideas"

