OMEGA STRIKER 8-BIT
OMEGA STRIKER 8-BIT
Project Type
Solo Project
Duration
2 Weeks
Team Size
Solo
Engine
Unity
Genre
2D Arcade Shooter
Project Focus
Game Design • Pixel Art • Level Design • Gameplay Programming

OVERVIEW

Omega Striker 8-Bit is a retro-inspired 2D arcade platform shooter where players defend the planet's core against endless waves of rogue Drill-Bots. The objective is simple: survive for as long as possible while achieving the highest score you can.

Created as a personal project, Omega Striker 8-Bit was an opportunity to explore authentic 8-bit game design while recreating the fast-paced arcade gameplay and visual style of classic NES-era titles. Every piece of pixel art was created by me, with a focus on staying as faithful as possible to the technical and artistic limitations of the 8-bit era, from the limited color palette to the simple, readable sprite designs.

Designed around quick reactions, increasing difficulty, and score-driven gameplay, the project captures the challenge, simplicity, and replayability that made classic arcade games so memorable.

The project was developed in Unity using C#, where I implemented the gameplay systems, enemy AI, player controls, UI, and scoring mechanics, combining game design, programming, and pixel art into a complete solo project.

Gameplay

Authentic 8-Bit Design

Every visual asset in Omega Striker 8-Bit was created by me with the goal of recreating the look and feel of a classic NES game. Rather than simply using pixel art as an aesthetic, I wanted to work within many of the artistic constraints that defined the 8-bit era.

From sprite animations and environmental tiles to UI icons and color choices, every asset was designed with readability and simplicity in mind.

Working within these limitations became a deliberate design exercise, challenging me to communicate gameplay clearly using only a minimal number of pixels, colors, and animation frames.

Sprite Sheets

Hand-drawn sprite animations created frame-by-frame to capture the simple yet expressive movement of classic NES characters.

Tileset

Modular environment tiles used to construct each level while maintaining a cohesive retro aesthetic. Custom icons for health, score, pickups, and effects designed to match the overall pixel art style. Frame-by-frame pixel animations used to provide clear visual feedback during gameplay.

Color Palette

A deliberately limited palette inspired by the color restrictions and visual style of the NES era.

Screenshots

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