Cranky: The Squirrel Annihilator
A solo Unity prototype — play as a pug chasing squirrels with analog paw controls and physics-driven humor. Rebuilt from the ground up after the 2024 game jam version.
At a glance
My role
Solo developer, designer, and 3D artist
Core challenge
Funny dog-like movement that still feels responsive
Built with
Unity, C#, Blender, Substance Painter
Result
Playable WebGL build with custom movement and reactive AI
The Solo Evolution
Cranky began as a quirky game jam prototype and evolved into a full solo project where I reimagined the concept from the ground up.
You play as a determined pug chasing squirrels across chaotic backyard and forest environments. The movement system was designed to capture the clumsy, eager energy of a real dog, blending humor, exaggerated physics, and focused gameplay.
Play WebGL BuildCore Mechanics
- Analog Paw Running:Players alternate L1 + R1 (or keyboard keys) to simulate physical front paw motion, adding a rhythmic, tactile feel to the dog's movement.
- Reactive Squirrel AI:I programmed squirrels to run, dodge, and react dynamically to the player’s approach using a custom proximity-based behavior system.
- Physics-Driven Humor:The game leans into "clunky" physics to emphasize the comedic nature of a pug's movement, inspired by Fall Guys.
Development Journey
As a solo developer, I handled the full production cycle—from original character modeling in Blender to AI systems and optimization in Unity.
A major milestone was rebuilding the movement system mid-development to reduce hand fatigue while keeping the playful “dog-like” immersion. This taught me the importance of player-centric iterative design.
Tools & Technologies
- - Unity (Gameplay Systems, WebGL Build)
- - Blender (Modeling, Rigging, Animations)
- - C# (Programming & AI Scripting)
- - Substance Painter (Textures, UI Assets)
Overcoming Challenges
Balancing awkward physics with responsive controls and making all systems work smoothly in WebGL required constant iteration and testing. I compared each revision against playtest feedback and adjusted the controls, physics, and build performance.
Downloadable Documents
Asset Credits & Acknowledgments
- - Unity and Reddit dev communities for guidance and troubleshooting.
- - Professors and classmates at Montgomery College for feedback and support.
- - Free asset creators on Unity Asset Store and Pixabay for audio/visual resources.
- - Early playtesters whose feedback improved the controls and pacing.
Project Note
This page documents the solo prototype evolution. The original one-week team jam version is documented separately as Cranky (Game Jam 2024).