Way of Sound – Puzzle Game in Unreal Engine 5

A Godot 4 tower-defense prototype focused on crisp readability and meaningful upgrades, grid placement, spline-path enemies, and status-driven combat that rewards smart positioning.

My role in this project

Architect and Game Developer

A fast, readable 2D tower defense prototype built with Godot 4, focused on tight placement, clear telegraphing, and meaningful upgrade choices. Enemies traverse spline-based paths while towers react with distinct damage types and status effects, balancing short-range burst, sustained DPS, and control utility.

  • Grid-based placement with collision/validity hints and sell/relocate options

  • Wave system (composition, intervals, miniboss logic, scaling curves)

  • Three tower families: Burst (crit/armor shred), Beam (ramp-up DPS), Control (slow/stun/DoT)

  • Damage types & resistances + status effects (Slow, Burn, Armor Break)

  • Economy: interest tick, combo bounties, and cost-based refund rules

  • Readable telegraphs: spawn warnings, path arrows, tower ranges, proc icons

Developer’s Note

Hi, I’m Denis Schlusche, game developer and designer passionate about creating systems that feel seamless in motion and code.

  • Audio: attenuation curves + dynamic LP/HP filtering to improve localizability.
  • Materials: emissive ramps & modest hue shifts that track distance parameters.
  • Interaction: approach/align/confirm cycles; optional resets to teach timing.

Tech Stack

  • Engine: Godot 4.x

  • Language: GDScript (prototype), optional C# hooks later

  • Core Nodes: Path2D, PathFollow2D, Area2D, Timer, NavigationAgent2D, Tween

  • Tools: autoloaded GameState, WaveDirector, ObjectPool, curve resources for scaling

Design Goals

  • Clarity over clutter – every effect is legible at a glance.

  • Anticipation, not surprise – early warnings for spawns and speed bursts.

  • Meaningful choices – distinct build paths, no strictly dominant tower.

  • Short rounds – quick fail/iterate loop for tuning and learning.

Challenges

  • DPS legibility: added damage numbers throttling and icon batching to avoid spam.

  • Path intersection: lane overlaps needed z-index rules + outline contrast for units.

  • Snowball control: interest cap + sell penalty to keep mid-game decisions relevant.

  • Status stacking: normalized effect potency/duration to prevent degenerate slow-locks.

Let’s Build Something

Leave me a short message explaining what you need. A partner for a Game Dev Jam, a partner in your team or access to a shown asset?

    Denis Schlusche

    Passionate Game Developer and Game Designer, creating joyful and immersive experiences, where gameplay and storytelling come together.

    Game Development

    Copyright © 2026 Denis Schlusche