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Blissaster: Doomsday is Finally Here

About the game (Work in Progress)

Platform: PC

Blissaster: Doomsday Is Finally Here is a 2D top-down survival game that mixes tower defense with fast shooter gameplay. Doomsday has finally arrived, and survivalist Larry couldn’t be happier: he leaves his bunker smiling, ready to defend his base and enjoy the apocalypse like an amusement park.

Gameplay
The player controls Larry as he circles a central tower, shooting hordes of infected while protecting both the base and his own health. As waves escalate, players unlock new weapons and place survival items (distraction, defense, damage and utility) to control crowds, hold lines and push runs a bit further each time.

My role on the project

  • Game Design: Defined and documented the core loop (defend the base, survive waves, collect resources, upgrade weapons and defenses) combining shooter and tower-defense elements.

  • Systems Design: Designed enemy waves, damage values and resource economy to keep pressure high while giving players room to build different strategies.

  • Narrative Design: Created Larry’s backstory and tone as an over-prepared, excited survivalist, writing barks and flavor text that reinforce the dark-comedy vibe.

  • UI/UX: Worked on HUD and interface flows for health, resources and item placement, focusing on clarity during hectic combat.

blissaster gameplay.gif
Itens de sobrevivência.gif

Challenges and Solutions
 

Challenge: Keep the battlefield readable in "bullet-heaven" chaos
What I did: Simplified some VFX, clarified damage feedback on Larry and the bunker, and redesigned pickups/icons so players could quickly see resources, threats and safe areas even with dozens of enemies on screen.

 

Challenge: Make the game fun for casual players but still challenging for experienced ones
What I did: Adjusted wave pacing, enemy stats and unlock order so early runs are more forgiving and readable, while later waves ramp up in intensity and demand better use of weapons and defenses, rewarding players who want deeper challenge.

 

Challenge: Combine tower-defense, shooter and roguelite
What I did: Structured waves and build phases, so players had short, focused moments to place and upgrade defenses, then intense combat sections to test those choices, keeping a clear rhythm between planning and chaos.

 

Challenge: Maintain the dark-comedy tone during intense gameplay
What I did: Aligned Larry’s voice lines, UI texts and parody posters with key gameplay moments (hits, upgrades, close calls), using humor as feedback so players felt the absurd vibe of Blissaster even when the action was hectic.

Demo
https://rat-in-a-cup.itch.io/blissaster

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