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Unity 2D · C#

Katana Rush

2D Infinite Runner

Role: Solo Developer Engine: Unity 2D + Krita Platform: PC (Unity Play)

Overview

Katana Rush is a 2D infinite runner where the player dodges obstacles and enemies in a never-ending side-scrolling race. The goal is to beat your highest score and unlock new characters along the way. I designed all character sprites in Krita and programmed the procedural level generation, character unlock system, and high-score persistence in Unity C#. The game was published on Unity Play.

Katana Rush - Trailer

Key Programming Features

  • → Procedural obstacle spawner — obstacles and enemies generated at runtime with randomized gaps and patterns
  • → Scrolling background system with parallax layers for depth using multiple speeds
  • → Character unlock system with persistent save data — unlocked characters stored across sessions
  • → High-score tracking with PlayerPrefs persistence so scores survive between play sessions
  • → Increasing scroll speed over time to ramp difficulty as the run progresses
  • → Original 2D character sprites and obstacle art created in Krita and imported as sprite sheets

What I Learned

Katana Rush was the first project where I handled both art and programming. Creating sprite sheets in Krita and importing them into Unity's animation system gave me a much better understanding of how artists' work connects to gameplay code. The procedural spawner also pushed me to think about randomness as a gameplay tool — balancing challenge and fairness through probability rather than hand-placed content.