ArenaSlice
A first-person arena shooter. One arena, four waves, enemies that see and hear you.
Jumps built from physics, not feel.
The jump isn't a tuned impulse. Kinematics.cs solves v² = u² + 2as for the speed that reaches an exact height, so changing gravity never changes how high you go. Try it.
They notice you.
Six states on a NavMesh baked at runtime. Sight is a cone 55° either side plus a raycast. Hearing is a sphere around every sound you make.
Two guns, one base class.
Rate, magazine, spread, recoil, falloff, headshots and noise all live in Weapon.cs. The rifle raycasts; launcher rounds fly with real gravity and inherit your velocity.
Four waves, five to eight minutes.
A start menu, an end screen with your time, and a best time saved to settings.json.
Playable without colour or sound.
- Horizontal FOV sliderSet the field of view the way your eyes like it.
- Separate aim sensitivityAiming down sights has its own setting.
- Directional subtitlesOn an opaque black box, with where the sound came from.
- Never colour aloneHealth, ammo, hit markers and alerts all use text or shape too.
Press a key.
The cards light up as you type, the same bindings the game uses.
Open it in Unity and press Play.
Game.cs builds the arena, NavMesh, player and HUD by itself, so there's no scene to wire up. Built-in Unity APIs only, no asset packs.