A two-player typing action game where every word becomes a shot and every upgrade can turn into a duel.
| Engine | |
| Multiplayer | |
| Gameplay Systems | |
| Data & UI |
Repository · C# API reference: coming soon
Trailer and gameplay GIF are coming soon.
TYPE FASTER is a compact multiplayer typing action prototype built around a simple pressure loop: enemies orbit the players, words appear over targets, and accurate typing fires the shots. The run escalates through shared progression, boss pressure, and card drafts that can strengthen one player, both players, or force a quick typing duel when the team disagrees. Its strongest portfolio angle is the combination of real-time netcode, readable game-state orchestration, and data-driven combat modifiers inside a small Unity project.
What this project demonstrates: deterministic-feeling multiplayer gameplay on Photon Fusion, networked UI state, ScriptableObject-driven content, and a typing-first combat loop with cooperative decision pressure.
| Feature | Description |
|---|---|
| Typing combat | Players type enemy words to select targets and fire synchronized projectile bursts. |
| Two-player lobby flow | Host/client rooms use Photon Fusion sessions, ready states, room codes, and shared scene loading. |
| Card draft upgrades | Four-card draft choices, rerolls, contested picks, and rarity-colored UI feed long-run build decisions. |
| Typing duels | Mini-games resolve disputed cards and rerolls by racing to type the same word first. |
| Co-op survival stakes | A downed teammate can trigger save, consume, or escape choices with permanent run consequences. |
| Data-driven content | Cards, enemies, difficulty, audio, progression, and visual settings are configured through Unity assets. |
Кооперативный typing action на двух игроков, где каждое слово превращается в выстрел, а каждый апгрейд может стать дуэлью.
TYPE FASTER: компактный мультиплеерный прототип, построенный вокруг печати слов под давлением: враги движутся вокруг игроков, над целями появляются слова, а точный ввод запускает выстрелы. Забег усиливается через общий прогресс, давление боссов и драфт карт (Card Draft), где выбор может усилить одного игрока, обоих игроков или вызвать быструю дуэль печати (Typing Duel), если команда не согласна. Главная портфолио-ценность проекта: связка real-time netcode, понятной оркестрации сетевого состояния и data-driven боевых модификаторов в небольшом Unity-проекте.
Что демонстрирует проект: мультиплеерный геймплей на Photon Fusion, сетевое состояние UI, контент на ScriptableObject и typing-first боевую петлю с кооперативными решениями под давлением.
| Механика | Описание |
|---|---|
| Бой через печать (Typing Combat) | Игроки вводят слова над врагами, выбирают цели и запускают синхронизированные серии выстрелов. |
| Лобби на двух игроков (Two-player Lobby) | Комнаты host/client используют Photon Fusion sessions, ready-состояния, коды комнат и общую загрузку сцены. |
| Драфт карт (Card Draft) | Выбор из четырех карт, перебросы, спорные пики и rarity-подсветка формируют билд на забег. |
| Дуэли печати (Typing Duels) | Мини-игры решают спор за карту или переброс через гонку за первое правильно введенное слово. |
| Кооперативное выживание (Co-op Survival) | При падении союзника игрок выбирает: спасти, поглотить или сбежать, и это меняет дальнейший забег. |
| Data-driven контент | Карты, враги, сложность, звук, прогрессия и визуальные параметры настраиваются через Unity assets. |
For developers
| Runtime | Unity 6000.3.10f1, C#, Universal Render Pipeline, UGUI, TextMeshPro |
| Networking | Photon Fusion 1.1.0, host/client room flow, networked session state, RPC-driven player decisions |
| Gameplay architecture | Scene bootstrap, singleton-style gameplay services, network behaviours, ScriptableObject content definitions |
| Content pipeline | Card definitions, enemy definitions, difficulty settings, audio settings, progression settings |
Assets/_Projects/
Docs/ Design notes and local documentation
Prefabs/ Gameplay, UI, enemy, VFX, and network prefabs
Scenes/ Main Menu, Gameplay, and Visual Tests scenes
ScriptableObjects/ Cards, enemies, settings, progression, and content database
Scripts/
Audio/ Runtime audio settings and sound service
Gameplay/ Session state, typing, enemies, cards, progression, VFX, UI
FusionLobbyUiController.cs Photon Fusion lobby and room flow
Packages/manifest.json Unity package manifest
ProjectSettings/ Unity project settings
| System | Purpose |
|---|---|
FusionLobbyUiController |
Creates and joins rooms, tracks readiness, resolves difficulty, and loads gameplay scenes. |
GameplaySessionState |
Owns networked run state, phases, draft resolution, timers, damage, spawning, and match results. |
GameplayTypingController |
Converts local text input into target selection, shot requests, and mini-game typing previews. |
GameplayCardChoiceController |
Presents card choices, rerolls, special teammate-death decisions, and duel UI. |
CardDefinition |
Stores card identity, rarity, visuals, and combat modifier settings in data assets. |
EnemyDefinition |
Stores enemy identity, health, movement, collision damage, boss flag, and visuals in data assets. |
Open the repository as a Unity project with Unity 6000.3.10f1 or newer in the same Unity 6 stream. The gameplay entry points are Assets/_Projects/Scenes/Main Menu.unity for lobby flow and Assets/_Projects/Scenes/Gameplay.unity for the networked match.
| Item | Status |
|---|---|
| Gameplay trailer or GIF | Coming soon |
| Public C# API reference | Coming soon |
| Hosted showcase page | Coming soon |
© 2026 Kaliguri. All rights reserved.
This repository is public for portfolio and demonstration purposes only. No license is granted to use, copy, modify, or distribute any part of it without prior written permission from the author.
See LICENSE.md for details.