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Unity 6 · Very Serious Juniper Dev Game Jam

ThunderBashers

game-dev unity webgl arena-brawler jam hand-drawn ai-design 2.5d
ThunderBashers screenshot

Robots fight in a circular pit over a storm-charged ball. Spin to strike it, spin to parry it, get caught by it while you’re not spinning and you’re out — last bot standing wins. The whole game is one verb, built around the jam theme “Spin To Win.” It ships as a complete arc: a menu, a guided tutorial, and a three-arena campaign that escalates from three combatants to six, against a league of bots that each play differently — from the enthusiastically incompetent to the near-unbeatable. I designed and directed it, drew the robots and the arena by hand, and shipped it solo in about five days in Unity, after pivoting engines mid-jam. My first Unity title, after Spare Knight (Phaser) and I Won’t Be Abducted (Godot). </content>

ThunderBashers key art: the hand-lettered logo over a purple thunderstorm sky
The Diamond arena: six robots circle a spinning thunder-ball, each with a colored league nameplate
The thunder-ball glowing red-hot and crackling — the danger telegraph that signals it's lethal
Operator faces Unit 404 across the pit, the yellow logo-ball between them
A bot mid-spin with its cyan parry aura active as the ball approaches

Let's build something.

chrisdalbano12@gmail.com

© 2026 Christian D'Albano · Hand-built design system — Nuxt 4, Tailwind, motion-v. Tokens and motion vocabulary by me.