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Shogun: Flowers Fall in Blood

A solo mobile tactics RPG in Unity. I built the first combat prototype in May 2025. The March 2026 build is narrower on purpose: one battle slice, a portrait-first HUD and cleaner support scenes, built properly before anything else is added.

The March 2026 battle slice: portrait-first HUD, clearer drag-and-release feedback, range readability, floating damage text.
My role
Solo designer and developer
Built with
Unity; Aseprite and PixelLab for sprites; Gemini for portrait ideation
Focus
One complete, readable battle slice before expanding scope
Status
In development; playable combat, summon, barracks and settings scenes

What changed since 2025

The May 2025 prototype set the direction and pacing. Its problems were a loose battle loop, unclear UI and no reliable build target. In March 2026 I audited the project, separated working systems from placeholders, cut claims that were ahead of the build, and reset everything around one battle.

The current slice

  • Party: Ryoma, Kuro and Tsukiko against Ronin Footman, Oni Brute and Yurei Caster.
  • One authored battle, Courtyard Ambush, in one gameplay scene, Dev_Sandbox.
  • Success means a readable battle from setup to result without manual repair.
The original May 2025 prototype, kept as a reference point.

Support scenes

Outside combat I rebuilt the summon, barracks and settings scenes so they behave like real scenes, not loose placeholders, and so scene view and play mode stop drifting apart. Combat is still the main build target.

Summon screen: banner layout and featured-unit framing (March 25, 2026).
Barracks browsing and settings after the cleanup (March 25, 2026).

Build and art pipeline

The art pipeline is deliberately simple: Gemini for portrait ideation, PixelLab for sprite and animation starting points, Aseprite for cleanup, and Unity for integration. Ronin Footman is the first real test of that pipeline.

Shogun is an independent personal project.

What exists in the current build

  • CharacterDefinition, CharacterInstance and CharacterStats as the runtime data foundation.
  • Battle HUD, drag indicators, range displays, floating combat text and result-state scaffolding.
  • Authored encounter definitions and battle framing.
  • Main Menu, Barracks, Summon and Settings scenes that can be tested directly.
Early 2025 systems research board
Research board from the 2025 analysis phase.