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Reactive Traps &

Shadow Clone AI

Spike

A solo-developed puzzle prototype featuring turn-based trap logic and enemy mimicry mechanics

Created for a programming course, this tile-based game explores reactive gameplay systems through motion-triggered traps and an intelligent shadow enemy. The project was inspired by Helltaker‘s spatial hazards and extended with an original twist — a shadow entity that precisely mirrors the player’s movements with a one-step delay. Built entirely in Unreal Engine using Blueprints, the game challenges players to navigate levels while anticipating the consequences of both their own movement and that of their reflection.

Key Design Highlights

  • Developed a modular spike trap system triggered by directional movement across tile spaces.
  • Designed a shadow enemy that records and replicates the player’s path, simulating a delayed clone.
  • Balanced both systems within grid-based gameplay to create layered puzzle scenarios.
  • Prioritized clean logic, variable control, and tile indexing to support debugging and system scalability.

Tech Stack

Engine

Unreal Engine 5.0

Tools

Blueprints

Development Timeline

1-month total development

  • Documentation & Design Notes: 1 week
  • Spike System: 1 week
  • Shadow Enemy: 1 week
  • Integration, Playtesting & Bug Fixes: 1 week

Programming Focus

  • Used Blueprint event logic and arrays to build grid-aware tile interactions and enemy tracking.
  • Implemented real-time movement logging and playback functions for the mimic system.
  • Designed custom systems to detect directional input and trigger appropriate trap logic.

Results

  • Earned an A+ grade in Programming class for system clarity and creative gameplay design.
  • Praised for the ingenuity of combining two mechanics into a tightly scoped, functional prototype.
  • Deepened understanding of logic flow, turn-based systems, and enemy behavior scripting.

Shadow

Spike

Shadow