Fragmented
Project Description
Made for the Global Game Jam 2026 in 48~ish hours, it's a top down endless hoarde bullet hell inspired by Devil Daggers and Xayah's moveset from league of legends.
The jam theme was MASK, which led us to design a core mechanic where the player’s mask represents both health and offense. Attacking requires throwing shards of the mask, costing 1 HP per shard. The only way to recover health is by recalling previously thrown shards and hitting enemies with them, creating a constant risk-reward loop.
That mechanic is the core of the experience, and I basically designed everything in the game around it. From early playtests during development, the most common feedback we received was that the gameplay felt addictive, which was exactly what we were aiming for.
I took charge of managing the team which was composed of Chaima Naili and Abdenour Ben Taieb, both beginners to game dev who joined to learn, and Aymen Sliti an experienced godot developer.
I was the main programmer and game designer, created most of the sound effects, and contributed to basically everything during development. Aymen handled animation and lead art while assisting with code, Chaima worked on story and art, and Abdenour focused on UI and helped implement early gameplay systems.
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