Life Of King 2
Casual idle simulation game where players rebuild and expand a whimsical Stone Age kingdom. Rescue workers, gather resources, make strategic choices, and guide your tribe from humble hunting and gathering to conquering dungeons and dinosaurs — all under the watchful (but stationary) eye of a king who prefers giving orders to doing the work himself.
A sequel to the original Life of King — a charming but straightforward city builder — this new version refines the art style with delightfully goofy characters and puts player choice and strategy at its core. It packages the depth of a city-building, worker-placement sim into a bite-size, approachable experience that still delivers the satisfaction of steadily growing your kingdom toward prehistoric domination.
What I did:
Produced a technical evaluation document and defined a sustainable asset and rendering pipeline — outlining strategies for optimising rendering, asset structuring, shader use, and runtime repacking, while improving batching, reducing overhead, and ensuring scalability for future updates.
Implemented rogue-like card feature — a pillar of the sequel, reflecting its focus on player choice. Built a scalable, reusable system with core card interactions (e.g. drawing, playing) and adaptable logic for future card types. Focused on readability, user experience, and visual feedback to make the mechanic clear and approachable without overwhelming casual players.
Implemented in-world visual enhancements adding and polishing animation, sound, and haptic implementation to reinforce the project’s design intentions.
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