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Game Designer & Systems Programmer · 2025

JoyKill

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
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