Pirate's Quest

Role: Concept Creator, Project Lead, Lead Developer
Setting: Academic Group Project (4 person team)
Timeframe: February-May 2023
Technologies: Unity (C#), Trello
Description: Pirate’s Quest is a roguelite adventure with grid-based tactics combat. Players explore islands, assemble a crew, collect treasure, and battle enemies in a procedurally generated world. When a run ends, players earn legacy points that can be spent on permanent upgrades to improve future attempts.
This was the second-to-last group project I worked on at RIT, and it remains one of the projects I'm most proud of. The concept was heavily inspired by Slay the Spire — a game I was obsessed with at the time — and also took cues from Fire Emblem, Soda Dungeon, and Into the Breach. I wanted to capture the strategic depth and replayability of those games, while experimenting with a different setting and combat system.
Working on Pirate’s Quest helped me sharpen my programming and design skills by building a full tactics combat engine from scratch. I also gained experience collaborating closely with teammates to balance gameplay systems and improve player experience through iteration and feedback.
My Contributions:
- Designed and implemented the full grid-based tactics combat system
- Generated randomized combat encounters with difficulty that scales based on run progression
- Created a fully scripted tutorial sequence to teach core mechanics through interactive gameplay
- Developed responsive visual feedback for combat events through effect popups and attack animations
- Programmed unique combat abilities for each of the six crew members, emphasizing distinct playstyles and team synergy
- Came up with the original idea for the game and all of the core mechanics
- Managed the team using agile workflows and Trello
- Gave weekly sprint reports to our professor
Screenshots:



