
Clickermon
Overview
A monster-collecting clicker with a full adventure mode. Walk the islands, find wild monsters, battle them, and evolve what you catch.
Game Programmer · adventure mode and battles
I built the adventure mode end to end and most of what happens inside a battle: the spawning and patrol logic for the wild monsters, the turn itself, the evolution system driven by experience ScriptableObjects, and the screen flow tying them together.
A lot of it came down to feel. The progress bars are Feel's, but the game's health and XP models are its own, so they had to be adapted rather than dropped in, including a float listener with a delay so a bar animates towards a number instead of snapping to it.
My contributions
Adventure mode
- Built the mode end to end: character controller, joystick, camera follow and scene transitions between areas.
- Built randomised wild-monster spawning weighted by level, with species placed in the world they belong to, and patrol behaviour with collision against walls and water.
- Resolved the navigation failures that follow from open-world spawning: monsters clipping through geometry and wedging themselves mid-map.
Battles
- Built the full turn: monster selection, attack resolution, damage, escape and revive with a heal effect and a beat before the enemy acts again.
- Built health driven by time alongside the win and loss screens, and the battle screen down to bar alignment for whichever monster is active.
Progression
- Built the evolution system on experience ScriptableObjects, so a species curve is an asset a designer edits rather than a table in code.
- Built enemy level scaling and the adventure-mode balance passes over it, plus experience feeding the progress bar and the New Monster collection screen.
Game feel
- Adapted Feel's progress bars onto the game's own health and XP models instead of adopting its data structures, keeping the dependency at the edge of the codebase rather than through the middle of it.
- Wrote a float listener with a configurable delay so bars animate towards a value instead of snapping, and added damage numbers on click, per-monster attack VFX and transition feedback.
Screens, audio and ads
- Built the screen-selection flow and the button system driving adventure mode.
- Ran SFX and VFX passes throughout and fixed the audio state that broke across battle transitions, then completed the ad integration.
Gallery
Project details
- Genre
- Clicker
- Engine
- Unity
- Released
- December 2022
- Platforms
- Web, Android
- Stack
- Unity · C# · Web · Mobile · Clicker · Combat Systems · Progression · Game Feel



