Strike Force

Strike Force

Players engage in a free-for-all firefight within a maze-like arena. The objective is to eliminate other players using various weapons and power-ups. Each player has a health bar, and the last one standing wins.

  • Arena Shooter
  • Hybrid-Casual
Engine
Unity
Genre
Hybrid-Casual, Top-down Shooter, Arena Brawler
Art Style
Colorful, cartoonish 3D
Mode
Single player
Platform
Mobile (Portrait Orientation)
Game Screenshots

See it in action

Core Gameplay Mechanics

How it plays

M/01

Joystick-Based Movement

Players navigate the arena using an on-screen joystick. Smooth top-down movement allows quick dodging, chasing enemies, and repositioning during combat.

M/02

Automatic Shooting System

Weapons fire automatically when enemies enter range. This keeps controls simple and allows players to focus on movement and survival.

M/03

Health & Damage System

Each player has a visible health bar that decreases when hit. Strategic movement and power-up usage are essential to stay alive.

M/04

Free-for-All Arena Combat

All players compete in a chaotic free-for-all within a maze-like arena. There are no teams — every opponent is a threat.

M/05

Power-Ups & Mystery Boxes

Players can collect mystery boxes and power-ups such as a 2X damage multiplier. These temporary boosts create momentum shifts during matches.

M/06

Environmental Interaction

The arena includes cover objects and destructible barrels. Players can use cover defensively or destroy elements to open new paths and attack angles.

M/07

Real-Time Scoreboard & Mini-Map

A live scoreboard on the left tracks remaining players and eliminations. The mini-map in the top-right helps players locate enemies and navigate the arena.

M/08

Last Player Standing Win Condition

The match continues until only one player remains. The final survivor is declared the winner, reinforcing competitive and replay-driven gameplay.

Engineering Case Study

Chaos engineered to stay fair

01

The Challenge

A free-for-all maze arena with auto-firing weapons, destructible barrels, mystery boxes, a live scoreboard and a real-time mini-map — half a dozen systems competing for the same frame budget while the player needs perfect clarity about who’s winning and where.

02

The Approach

Auto-targeting queries a spatial hash instead of distance-checking every opponent each frame. Barrels are pre-fractured and pooled so destruction is a swap, not a physics event. The mini-map renders from lightweight position data rather than a second camera, and 2X-damage effects are time-sliced to spike excitement, not frame times.

03

The Result

Readable chaos — fights feel fast and fair, the mini-map and scoreboard stay live through the heaviest brawls, and the last player standing wins on skill rather than frame drops.

FFAFree-for-all arena combat
60 FPSThrough peak destruction
LiveReal-time mini-map & scoreboard
2XTime-sliced power-up effects
Game Outcome

Shipped and store-ready

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