I’m currently working on my third mini-game in the Clockwork Conquest universe—a narrative-rich steampunk world I’ve been developing through short, focused prototypes.
This new game is themed around the Northern faction, known for their discipline and brutality. Mechanically, this translates to one key design rule:
👉 No ties. You either win or lose.
Also, the North’s culture forbids them from playing against each other—so PvP is out. The solo challenge reinforces their rigid worldview.
đź’ˇ Tech stack:
Unity (2D)
Custom pressure mechanic UI
Basic timer system
Temporary assets (you’ll see a lot of “New Text” in the editor right now…)
I find that early on, I let structure slide and focus on raw implementation. How do you handle early project organization? Folder structure first or chaos-then-cleanup?
Next: mini-game for the West, then I’ll shift focus to a larger, narrative-driven game in this universe.
Would love feedback, especially from solo devs building narrative prototypes in Unity!
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