A gameplay-focused recreation of the classic Castlevania (NES, 1986), built from scratch in Unity as a deep dive into retro action-platformer mechanics.
🎮 Gameplay Systems Developed
Player Controller & Combat
State Machine Architecture – Modular player states (Idle, Walk, Jump, Attack, Crouch, Hurt, Death) with clean transitions and input buffering
Whip Combat System – Frame-accurate attack windows, hitbox activation timing
Physics & Movement
Custom Platformer Physics – Stair traversal logic, knockback velocity calculations, and landing detection
Retro-Accurate Jump Arcs – Fixed jump trajectories honoring the original's committed jump design
Enemy AI & Behaviors
Modular Enemy Framework – Base enemy class with extensible behaviors for patrol, chase, and attack patterns
Camera & Stage Design
Room-Based Camera – Screen-by-screen transitions faithful to NES-era level design
🔗 Source Code
Full project available on GitHub:
github.com/brenoaguirres/Clonevania
⚠️ Disclaimer
This project is a non-commercial, educational recreation made for portfolio and learning purposes. Castlevania is a registered trademark of Konami. All original sprites, music, and assets referenced belong to their respective owners. I do not own the rights to any Castlevania intellectual property showcased in this project.
Built with: Unity | C#
Genre: Action Platformer
Platform: PC
#unity #gamedev #indiedev #castlevania #retrogaming #csharp #platformer #portfolio