Asymmetrical
Polygon enemies follow waypoint paths while the player places and upgrades turrets to stop each wave.
Project Overview
Asymmetrical is a mobile tower defence game built by a small team at university. Enemies are geometric shapes that march along lane waypoints in waves; the player earns cash by damaging them, buys turrets from a shop, and upgrades defences to survive increasingly tough rounds.
The name comes from the varied enemy and turret abilities: camo shapes invisible to basic turrets, lead shapes that need piercing shots, regenerating enemies, and shapes that split into copies when destroyed. Turrets have their own counter-attributes, dual upgrade paths, and targeting modes such as first and last on the track.
Key Features
- Waypoint movement: enemies follow lane paths and report track progress for turret targeting
- Wave spawner: JSON-defined waves with per-enemy attributes and counts
- Enemy attributes: camo, lead, regen, and split behaviours with visual overlays
- Turret upgrades: two branching paths to tier 4, with camo/lead detection unlocks
- Targeting modes: first, last, and range-limited selection
- Shop & economy: place turrets, buy upgrades, sell for 50% refund
- Mobile controls: touch to open turret stats, upgrade, and sell
- Multiple turret types: including spinner, sniper, quad, and bomber with explosive splash
Development Highlights
Foundation: enemies & waves
Early work focused on a reusable enemy prefab, waypoint traversal, and a wave spawner that could mix enemy types per round. Enemies track how far they have progressed along the lane: used later for first/last targeting.
Attributes & combat
Camo, lead, regen, and split attributes were added with matching turret counters. Bullets inherit turret stats for piercing and multi-hit damage; explosive projectiles deal splash on impact. Enemies demote a tier when damaged and stronger border-colour variants appear in later waves.
Upgrades & UI
Turrets were refactored behind a base class with a shared upgrade system: two paths per turret, unique tier-3/4 abilities, and afford/bought indicators on the stats UI. Touch controls replaced mouse-only selection for phone playtesting.
Polish & submission
Waves moved from the Unity inspector into JSON for easier balancing. Maps, main menu, XP unlocks, and final turret art were integrated ahead of the January submission deadline.