Projects
Critter Survivors

Critter Survivors

Released

A vampire survivors-like mobile action game where cute animal critters battle hordes of monsters to survive

TypeScriptPixiJS 8CapacitorViteAndroidGoogle Play

Overview

Critter Survivors is a mobile action game inspired by Vampire Survivors. Move with a joystick while weapons fire automatically, defeat waves of monsters, and choose weapons and passives at each level-up to build your own unique loadout.

Features 6 playable characters, 10 weapons with 10 evolutions, 14 passives, 5 synergy systems, 3 stages, and 7 bosses. All content is generated entirely through code with procedural graphics and sound — no external assets used.

Features

  • 6 animal characters (Cat, Dog, Bunny, Frog, Fox, Panda) each with unique weapons and traits
  • 10 weapons + passive combos unlock 10 evolved weapons
  • 3 stages (Enchanted Forest, Scorching Desert, Frozen Peaks) each with unique enemies and bosses
  • 5 synergy systems and 5 arcana for strategic build crafting
  • 14 permanent upgrades and 25 achievements for long-term progression
  • Google Play Games integration (achievements, leaderboards, cloud saves)
  • Procedural graphics & sound (all generated through code, no external assets)
  • Korean / English support, offline play available

Tech Stack

Engine

PixiJS 8 - High-performance 2D rendering on WebGL/WebGPU, procedural Graphics API for all characters/enemies/effects

Language

TypeScript 5 - strict mode, class-based design, EntityPool object pooling

Native

Capacitor 8 - Native plugins (Haptics, AdMob, GPGS, Preferences)

Audio

Web Audio API - Procedural SFX/BGM generation, no external audio files

Architecture

Fixed timestep game loop (60fps), IScene interface-based scene management, IEntity interface + EntityPool object pooling for Enemy/Pickup management. SpatialGrid spatial partitioning for collision detection handling hundreds of entities simultaneously.

Weapons are abstracted via IWeapon interface implementing 8 attack patterns (melee, orbital, projectile, area, deployable, summon, chain, debuff) independently. Boss AI uses state machine pattern for unique behavior patterns per boss.