Moon Boi Universe is a semi casual cyber-fantasy action RPG Game, made for mobile and Web. It also has Web3 trading features and multiplayer functionalities

Gameplay Video Trailer

Overview

Moon Boi Universe is developed by Moon Boi Studios, situated in London, United Kingdom. The game follows the story of Dre, who explores Mecha Mecca, a cyberpunk themed city, full of people, futuristic tech, and monsters. Moon Boi Universe is a Top Down Isometric Hack and slasher, with inventory and trading elements. Currently this project is in its alpha testing phase, where a technical demo was released, showcasing different mechanics the game flaunts.


The game plans on creating trading opportunities amongst players through Web3 Technologies. The game gives the power balance to the players, making the whole experience very player centered. Unlike some other Web3 games, Moon Boi Universe is made in a way that it can also stand on its own as a Web2 game, if the player chooses not to engage with the Web3 Elements of the game.


The game has an OpenWorld/sandbox style of exploration.  The player can go to different areas, talk to many unique NPC's (in fact, all the NPC's are unique and have different dialogue prompts), fight goons and monsters, trade with other players on the map/ in game shops, go fishing, find hidden treasures/items, receive quests, and much more.


Process (How it all came together)

I came onboard this project in the March of 2023. For my initiation, I was supposed to create a DEMO showcasing my skills, using assets provided to me by the studio. On the acceptance of this DEMO, I started working with Moon Boi Studios as Game Designer/Unity Developer. I was responsible of taking the project which, which was under development for about a year, from paper to a playable build. The studio had already worked on some amazing artwork, and we also had some very talented music producers, writers and concept artists on board. I came in as the last piece of the puzzle, to bring all of their works together to create an experience for the players.

I developed the game, using Unity. Some tools that came in handy were Unity's Tilemap Painter, Leaderboard Creater by DAN, 2D Navmesh Package, etc. I also developed several systems, such as an inventory system, upgrade system, wave based combat system, dialogue system, a fishing mechanic mini game, and much more. I was responsible for the development, and level design of the several areas in the alpha build.

I also designed a fishing minigame, where the player has to use perfect timing to catch fish. The player can further use these fish while in combat to gain additional health, when they are low. The combat system has to be the most complex system made for this game. The system consists of various attacks, which are a simple melee, north star (special attack, where the character flies to the sky and jumps down causing AoE Damage), Orion's Belt (the character does a set of sword moves, which ultimately ends with a huge slice, damaging multiple enemies) and a special Powerup, where the character drinks a potion in a can, dropped by enemies, which makes the player invincible for a while.

All these systems are very well oiled together with sound and music There are several sound variations implemented, as well as several music pieces. I also created from scratch the transition animations, between different levels.


Early DEMO, which I created while joining the studio.

This game was made along with the team at Moon Boi Studios.