I developed this game in four days as part of a studio interview test. The timeline was tight, so I focused on fast decision making, clean structure, and getting a fully playable loop running as early as possible. Most of the work happened under pressure: quick prototyping, rapid iteration, and fixing whatever broke without slowing down.
The result is a complete mini-game with core gameplay, UI, effects, sound, and polish. Even though I didn’t get the job, the project became a useful piece in my portfolio. It shows how I handle extreme deadlines, technical problem solving, and production-level Unity work in a short span of time. It’s not perfect by design, but it’s honest proof of what I can deliver when time is the enemy.