King Pufferfish is an endless, top-down defense shooter where the player battles waves of invading sea creatures. Players shoot spines from their pufferfish avatar and then scrub away the vision-impairing ink left by fleeing enemies. The game focuses on periods of precision shooting, avoiding mines and clearing ink, contrasted with high-intensity moments, shooting flurries of spines to dispatch hordes of enemies.
I was the project lead for King Pufferfish, as well as one of the two programmers on the team. The project gave me a great opportunity to practice and hone my leadership skills, and I was able to keep the project on track and well-scoped for the majority of the project. The game was a lot of fun to make, and I learned the value of creating the game around a central mechanic and building up from that core.