- Gameplay Systems
- Playable
Cranky: The Squirrel Annihilator
A solo Unity game: play a pug chasing squirrels with analog paw controls and physics-driven humour. I rebuilt it from the ground up after the 2024 game jam version, handling everything from the Blender model to the AI and the WebGL build.
- My role
- Solo developer, designer and 3D artist
- Built with
- Unity, C#, Blender, Substance Painter
- Challenge
- Funny, dog-like movement that still feels responsive
- Result
- A playable WebGL build with custom movement and reactive AI
Core mechanics
Analog paw running
Alternate L1 and R1 (or two keys) to move the front paws, which gives the dog's movement a rhythmic, physical feel.Reactive squirrel AI
Squirrels run, dodge and react to the player's approach through a proximity-based behaviour system I wrote.Physics-driven humour
The game leans into clunky physics to make the pug's movement funny, inspired by Fall Guys.
Development
Midway through, I rebuilt the movement system to reduce hand fatigue while keeping the playful, dog-like feel. Balancing awkward physics with responsive controls, and keeping everything smooth in WebGL, took constant testing; I compared each revision against playtest feedback.
Thanks to the Unity and Reddit developer communities, my professors and classmates at Montgomery College, the free asset creators on the Unity Asset Store and Pixabay whose audio and visuals I used, and the early playtesters who improved the controls and pacing.