Game Designer & Systems Programmer · 2025
JoyKill
DevelopedPlay on Itch.io ↗
An unconventional top-down crowd simulator where emotions roam, collide, and evolve—triggering chaos or harmony in a reactive sandbox world.
JoyKill·Screenshot Gallery1 / 6
Mechanics & Tools
- Game Design
- Unity
- C#
- Simulation Systems
- System Architecture
- Sound Design
Game Design Overview
JoyKill is an emotional crowd simulator created as a Game a Week collaboration project. Independent emotions wander around a sandbox world, colliding and reacting based on state-machine interaction logic (e.g., Love + Love spawns new emotions; Happy + Angry flips mood states). Players can trigger emergent abilities such as nukes, love rain, and money showers with custom audio-visual feedback.
Core Design Highlights
- Coded emotion interaction matrix logic (Love + Love = spawn, Happy + Angry = flip)
- Developed special player abilities (Nuke, Love Rain, Money Shower) with VFX and audio
- Created a centralized achievement system and modular emotion controller architecture
