Top-down Beat-'em-up Roguelike

Pong of Champions

Pong of Champions is a mobile top-down beat-'em-up roguelike set in a cyberpunk sports-entertainment world split between corporate Haves and outer-city Have Nots. The design focuses on procedural combat levels, enemy waves, boss encounters, random power-ups, gear recovery after death, crafting through a Tech Bench loop, and XP Network backend support for player state and ecosystem progression.

Pong of Champions cover

Role

Unity Developer

Year

2025

Platform

Android, iOS

Focus

Mobile roguelike combat with backend-backed progression

Skill Loadout

Mobile roguelike combat with backend-backed progression

Main tools and systems connected to this case study.

Mobile combat systems

Procedural level design

Roguelike loop design

Crafting progression

Backend-backed player state

PvP-ready architecture

Media Breakdown

Gameplay, integrations, and feature clips

Multiple short clips make it easier to review specific systems without watching one long unstructured video.

Pong of Champions main gameplay

Main gameplay

Primary Pong of Champions gameplay flow showing the cup-battle loop.

Open video
Pong of Champions challenge mode

Challenge mode

Solo challenge-mode clip showing precision-based progression and scoring.

Open video
Pong of Champions card gameplay flow

Card gameplay flow

Card interaction flow connected to special gameplay actions and progression.

Open video
Pong of Champions heal and fireball card mechanics

Heal and fireball cards

Special card behavior clip showing heal and fireball mechanics.

Open video
Pong of Champions Shopify integration in game

Shopify in-game integration

In-game Shopify integration flow for store-facing items.

Open video
Pong of Champions BattlePong App Store screenshot

App Store BattlePong Screen

Official App Store screenshot showing the competitive BattlePong mode.

Pong of Champions Challenge Mode App Store screenshot

App Store Challenge Mode

Official App Store screenshot for the solo challenge gameplay flow.

Pong of Champions App Store gameplay screenshot

App Store Gameplay View

Official App Store gameplay visual for the project detail page.

Pong of Champions App Store store integration screenshot

App Store Store Integration

Official App Store screenshot showing the in-game store flow.

Project Context

Mobile top-down beat-'em-up roguelike concept with procedural levels, combat progression, crafting, XP Network backend integration, and future PvP planning. This case study is structured to make the contribution, technical choices, and production thinking easy to review in a focused project walkthrough.

UnityTop-down combatProcedural levelsRoguelike progressionXP Network backendModular architectureFuture PvP planningUnarmed beat-'em-up combatEnemy waves and boss encountersLoot loss and gear recovery loopTech Bench craftingXP and challenge progressionPhoton Quantum future path for PvP

My Contribution

Helped frame the playable direction around top-down combat, procedural encounters, roguelike recovery, and mobile-first progression.

Structured the technical plan around modular Unity systems with XP Network as the backend source of truth for player state.

Kept future PvP viable by planning around input-driven multiplayer architecture instead of full state syncing.

Process

Defined the world, core loop, progression model, monetization hooks, and future PvP scope from the GDD.

Separated initial prototype scope from future roadmap features so the build could focus first on movement, combat, procedural maps, and loot drops.

Mapped backend responsibilities around persistent player state, XP/resources, tickets, and ecosystem-facing progression.

Workflow Model

Prototype movement, combat, loot drops, and procedural room generation.

Layer in progression systems: XP, combos, ultra attacks, crafting, daily/weekly challenges, and recoverable gear.

Use modular Unity architecture with service-style backend integration for player state.

Keep PvP expansion open through Photon Quantum-style input simulation planning.

Issues Solved

Reduced a large GDD into a clear prototype roadmap with initial systems separated from future-scope PvP and city-wide features.

Connected combat, loot, crafting, backend state, and monetization into one coherent progression loop.

Kept the architecture flexible enough for future multiplayer without forcing PvP into the first prototype milestone.

End Result

A clear mobile roguelike beat-'em-up case study covering combat, procedural levels, XP-backed progression, crafting, narrative direction, and future-ready PvP architecture.

Next Improvements

Add prototype clips for movement, combat, procedural levels, and loot recovery as they become available.

Separate future PvP roadmap items from current prototype footage.

Add exact ownership notes for implemented combat, backend, and progression systems.

Links