Robo Rush

How much experience does your group have? Does the project use anything (art, music, starter kits) you didn't create?

Our group has some experience with Unity and C#, but this was our first time developing a complete real-time multiplayer game. We used Mirror for networking, but built the entire project from scratch—no starter templates were used.

We followed several YouTube tutorials to learn how to implement multiplayer syncing, player controls, and projectile mechanics, but all the code and logic were written by us.

All assets were original:

Sprites, UI, and maps were hand-made in pixel art style.
All music and sound effects were created by us, tailored specifically to fit the retro VHS-glitch theme.

What challenges did you encounter?

Multiplayer syncing was a big learning curve—especially syncing player actions, projectiles, and hit detection across clients using Mirror.

Learning through tutorials required adapting general solutions to our unique mechanics like knockback and damage scaling, which caused several bugs we had to debug ourselves.

Balancing and testing fast-paced gameplay under time pressure was tough—we had to iterate quickly to make combat feel responsive and fair.

Creating everything from scratch (music, art, code) while staying on schedule pushed us to prioritize the most important features and polish what we had.

Despite the challenges, we’re proud that Robot Rush is fun, stable, and entirely original—built from the ground up during CodeDay.