Incremental
Incremental is an action game was developed in Unity as a personal project focused on long-term progression and player retention. Combining arcade combat with persistent upgrades, the game encourages players to defeat enemies, earn currency, unlock new abilities, and gradually expand their build through a branching skill tree.

My Role
As the project's designer, I was responsible for designing the core gameplay loop, progression systems, skill tree structure, combat mechanics, and overall balance. The project explored how meaningful progression and player choice can sustain engagement over repeated play sessions.
Progression & Systems
The central progression system revolves around a branching skill tree where players invest coins earned during gameplay. While most upgrades are purchased directly, certain branches require completing gameplay challenges before becoming available, encouraging players to experiment with different playstyles instead of simply accumulating resources.
Combat Design
Combat was designed around four distinct ability archetypes that encourage different strategic approaches: persistent area damage, orbiting offensive projectiles, high-mobility sprint mechanics, and a timing-based parry system. Each ability features its own upgrade path, allowing players to customize their build while maintaining clear gameplay identities.
Iteration & Balancing
A major focus throughout development was balancing progression pacing and upgrade value. Through continuous iteration, I refined the relationship between enemy difficulty, currency rewards, skill unlocks, and player power to create a satisfying sense of long-term progression without overwhelming new players.
Outcome
The project resulted in a fully playable prototype that successfully combined arcade gameplay with incremental progression systems. It served as an opportunity to explore player retention, progression pacing, and skill tree design through repeated testing and iteration.
Systems Design.
Progression Design.
Skill Tree Design.
Combat Design.
Gameplay Balancing.
Unity.




