Build top-down action/RPG / roguelite gameplay fast. This starter gives you a clean, extensible codebase and all core systems: character + camera, enemy AI, waves, XP & level-up with upgrades, HUD/UI, and juicy feedback (flash + floating numbers). Ideal for prototyping quickly or learning solid Unity patterns.
Who it’s for
- Solo devs and small teams who want a prototype-to-production foundation.
- Beginners who prefer well-commented C# and clear, modular systems.
- Studios needing a dependable combat loop they can iterate on.
Key features
- Orbit/zoom camera with smoothing and wall collision probe.Character & Camera
Camera-relative top-down controller (NavMeshAgent).
- Melee chaser, chase-and-attack FSM, and data-driven variants via EnemyDefinition + AttackProfile.Enemies & AI (3 types)
- Projectile shooter (driven by PlayerWeaponStats), lightning caster (multi-target + AOE), toxic cloud (DOT area).Attacks (3 types)
- Weighted upgrade rolls, stacks and conflicts; modify weapon, player, lightning and toxic stats.Progression & Upgrades
XP orbs, level curves (fixed/linear/quadratic/exponential), pause-on-level-up.
- Configurable spawner: groups, delays, concurrency cap, “wait until cleared”, looping with multiplier.Wave System
- Modal manager with pause ref-count + cursor handling, HUD XP bar, level-up panel. Unscaled fades (safe while paused).UI System
- Instancing-safe hit flash (MaterialPropertyBlock) and pooled floating damage numbers.Feedback
- Event-first design, minimal coupling, non-alloc physics queries, clear XML docs and tooltips.Configurable & Scalable
ScriptableObjects for definitions (enemies, attacks, upgrades).
What’s included
- Full C# sources for: player controller & camera, health/damage pipeline (IDamageable, DamageInfo), enemy agent/brain, wave spawner, XP/level manager and orbs, upgrade system, lightning/toxic skills, UI manager + panels, damage feedback + numbers.
- Sample scene and sensible defaults to get you playing in minutes.
Customization
- Tweak XP curves, enemy stats & perception, attack range/timing/damage, upgrade lists/weights, wave composition and UI behavior.
- Extend by adding new AttackProfiles and behaviors (clean seams and comments provided).
Compatibility
- Unity 2021.3+. Pipelines: Built-in / URP / HDRP (flash supports Emission or BaseColor).
- Uses NavMesh (bake required). Player controller uses the New Input System (easy to adapt if you prefer the old one).
Roadmap
- Ongoing updates with more attacks, characters and enemy types, plus additional samples and polish.
Support
- Documentation/README and commented code throughout. Suggestions and feedback welcome.