A top-down roguelite action RPG
Designed and implemented a modular ability system that lets players assemble targeting logic and gameplay effects into custom abilities.

Paraclysm's core system allows players to build abilities from interchangeable modules. Ability Bases determine how targets are selected, while Ability Modifiers define effects such as damage, healing, buffs, and debuffs.
I designed the data structure and execution pipeline around Unreal Engine's Gameplay Ability System. Player changes are compiled into an executable module chain that is used on the next cast.
This project contains AI generated art.
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