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PROJECT /02

Soulspire

A KWINTET GAMES PROJECT

ACTIVE DEVELOPMENT

Soulspire character using a sword attack against enemies in the arena.
Soulspire is a 2.5D roguelite built around weapon-based combat, run-specific progression, and escalating encounters. Players choose a class and weapon, develop its skill path, gain temporary upgrades during a run, and face increasingly demanding combat encounters.CHOOSE CLASS → BUILD SKILLS → FIGHT → SELECT TEMPORARY UPGRADES → FACE BOSSView full-size image ↗

OVERVIEW

The Project

Soulspire is an active Unity project developed in a collaborative Kwintet Games context. Its current playable structure connects class and weapon selection, skill progression, weapon-driven combat, between-wave temporary stat upgrades, escalating enemy waves, and a boss encounter. Ahmet's documented work centers on gameplay systems, combat and skill implementation, system integration, iteration, demo delivery, and coordination.

SYSTEM HIGHLIGHTS

Core Systems

A selection of core gameplay systems highlighted through media and code.

TECHNICAL PRESENTATION

Gameplay + Code

01 — Class Selection + Skill TreeEach run begins with a weapon and class choice, followed by a dedicated skill tree used to develop that playstyle.

The ScriptableObject delegates its configured passive effect to the player's stats at the current level and keeps level advancement behind a single eligibility rule.

Class & Skill Progression

Weapon selection defines the player's initial combat style and connects to a dedicated skill progression path.

CONTRIBUTION
Implemented active and passive skill progression, data, and runtime handling connected to the selected playstyle.
PASSIVE SKILL APPLICATIONPROJECT SOURCE / Assets/Scripts/Skills/PassiveSkills/PassiveSkillData.cs / C#
public void Apply(PlayerStats playerStats){    if (effect is IPassiveEffect passiveEffect)    {        passiveEffect.Apply(playerStats, currentLevel);    }} public bool CanLevelUp => currentLevel < 6; public void LevelUp(){    if (CanLevelUp) currentLevel++;}

ARCHITECTURE

System Map

Run progression and combat-system flow

A conceptual map of the verified playable loop. Class and weapon choice feeds skill progression and combat; completed waves lead to collaborative card selection and temporary stat changes before the next wave, while signature abilities modify combat and later waves culminate in the boss encounter.

Run StartClass / WeaponSkillProgressionCombatEnemyEncountersWaveCompletionCard SelectionTemp StatModifierNext WaveSignatureAbilityWeapon CombatEffectBoss Encounter
  1. Run Start
    • Flows to: Class / Weapon
  2. Class / Weapon
    • Flows to: Skill Progression
  3. Skill Progression
    • Flows to: Combat
  4. Combat
    • Flows to: Enemy Encounters
  5. Enemy Encounters
    • Flows to: Wave Completion
  6. Wave Completion
    • Flows to: Card Selection
    • Flows to: Boss Encounter
  7. Card Selection
    • Flows to: Temp Stat Modifier
  8. Temp Stat Modifier
    • Flows to: Next Wave
  9. Next Wave
    • Flows to: Combat
  10. Signature Ability
    • Flows to: Weapon Combat Effect
  11. Weapon Combat Effect
    • Flows to: Combat
  12. Boss Encounter

SCOPE

Responsibilities

GAMEPLAY & COMBAT

  • Developed weapon-driven gameplay and combat-related implementation, including damage, stat reactions, and attack-impact behavior.
  • Implemented active, passive, and ultimate skill foundations used by the project's progression and ability systems.

RUN PROGRESSION

  • Connected the existing card-selection system's temporary effects to gameplay stats.
  • Revised and refined parts of the collaborative card implementation without claiming authorship of its base system.

TEAM DEVELOPMENT

  • Contributed to boss encounter implementation and integration alongside other programmers.
  • Supported gameplay iteration, demo delivery, and project coordination within the team.

DEVELOPMENT NOTES

Development Process

  1. 01

    COMBAT FOUNDATION

    Established the weapon-driven combat foundation through attack behavior, damage calculation, player stats, and moment-to-moment feedback connections.

  2. 02

    CLASS & SKILL PROGRESSION

    Connected the selected playstyle with active, passive, and signature skill progression and runtime execution.

  3. 03

    RUN-BASED UPGRADES

    Integrated temporary card effects with gameplay stats and refined parts of an existing system originally developed by another programmer.

  4. 04

    ENCOUNTER DEVELOPMENT

    Iterated on combat encounters and contributed to boss implementation and integration with the development team.