Welcome to the Level Devil Clone, a punishing, high-precision 2D puzzle-platformer heavily inspired by the psychological tricks of the original hit game! Built entirely within Unity, this project showcases invisible activation zones, proximity-triggered blade matrices, seamless audio loops, state-driven animations, and asynchronous scene transition states.
This project was built from scratch as a personal learning milestone to master technical engineering workflows within Unity Hub, C# architecture, and native 2D systems.
- 🏃 Responsive Grid Movement: Fluid, physics-backed horizontal mechanics enabling swift forward and backward adjustments alongside fine-tuned jump thresholds.
- ⚙️ Proximity-Triggered Traps: Advanced logic profiles where hazards dynamically track the player's coordinate vectors, breaking patrol pathways to spring surprise attacks instantly.
- 🔊 Persistent Sound Architecture: A standalone
AudioManagerutilizing singleton blueprints to handle stateful running loops and instant one-shot audio clips cleanly without memory fragmentation. - 🎭 State-Driven Animation Engine: Automated sprite processing matrix running fluid transitions between Idle, Run, Jump, Fall, Death explosions (
PlayerDeathAni), and Respawn sequences (PlayerRegAni). - 🎬 Asynchronous Level Loading: Fully managed scene logic utilizing background threads and screen-fading animator callbacks to transition maps without freezing frame rates.
Watch the full execution loop, animation switching, and level designs in motion here:
👉 Download The GamePlay Video From Here
| Action | Control Key |
|---|---|
| Move Left / Backward | ⬅️ Arrow Left / A |
| Move Right / Forward | ➡️ Arrow Right / D |
| Jump | Spacebar |
| Survive Traps | Your Instincts [Watch out for sudden changes!] |
- Game Engine: Unity Engine (Managed cleanly via Unity Hub)
- Scripting Language: C# (Object-Oriented Architecture)
- Physics Framework: Unity Physics2D (
Rigidbody2D,OverlapCircleground masking, dynamic target interpolation) - Patterns Used: Singleton Pattern (For persistent Audio and Scene Controllers)
This game clone was completely conceptualized, coded, and built individually for educational skill scaling.
- Developer: Jeyasuriya
- Objective: Master Unity workflow, manage cross-scene reference persistency, manipulate custom 2D transform systems, and streamline UI transition handlers.


