05 / Project

Stat-driven Unity RPG system prototype

Time Quest

A seven-day time economy connects exploration, combat, recovery, equipment, quests, and spirit into one resource-planning system.

Timeline
Just over a month · solo project
My Role
Solo Game & System Designer
Outcome
Playable Unity prototype · programming support

My contribution

Designed the time economy, progression, combat rules, randomized enemy ranges, quests, equipment trade-offs, SAN, and endings.

Tools & workflow

Spreadsheet stat planning and system documentation → Unity scene, UI, value, and asset integration → playable balancing iterations.

All design is mine. Programming included instructor support; visual assets were sourced online.

Gameplay: the seven-day budget frames travel, encounters, and route choice0:10 · Play / pause · scrub to replay

Playable trade-offs

A run makes the time costs visible.

The focused sequence connects travel, combat, recovery, and remaining time. It grounds the system diagrams below in the behavior of the playable prototype.

Playable evidence: actions consume time and reshape later options0:12 · Play / pause · scrub to replay

System premise

Core actions draw from the same scarce resource.

Travel, combat, gathering, recovery, meditation, and exchange are documented time costs inside a limited seven-day budget. The numerical design centers on comparing value gained per unit of time.

7 daysTIME
TravelCombatGatherRecoverMeditateExchange
ActionRisk / rewardStatsQuest accessEnding
Seven-day countdown bar in the playable Time Quest prototype
Seven-day budget
Player stat screen in Time Quest
Stat state
Inventory screen in Time Quest
Inventory trade-offs

Resource trade-offs

Time, resources, stats, and progression constrain one another.

Combat

Fight the roll

Enemy stats vary. Leaving and re-entering can produce another encounter, but rerolling also consumes time.

Power ↔ Time
Equipment

Upgrade now or save

Reinforcement consumes materials. The player chooses between upgrading current equipment and saving materials for later equipment.

Current equipment ↔ Later equipment
Recovery

Rest or sleep

Rest restores part of the player state and consumes time; sleeping consumes more time and fully restores the player.

Recovery ↔ Time
Final gate

Strength is not enough

The ending structure checks combat capability and SAN, joining physical preparation with spirit progression.

Power ↔ Spirit

Stat balancing

Recorded values changed across multiple versions.

Archived stat tables record multiple player, enemy, and boss revisions. Player LV1 HP rose from 100 to 500 before returning to 300, while enemy ranges and boss values also changed across recorded versions.

Explore balancing data
Player LV1 HPVersion history
V1100
V2200
V3500
V4300
4 player-value versions3 enemy-range versions2 boss versions
Gameplay evidence: randomized enemy values in the playable prototype0:18 · Play / pause · scrub to replay

This is balancing evidence from project documents, not a claim of formal user research.

Scope & ownership

A broad RPG reduced to a playable system loop.

I designed the countdown, economy, progression, combat rules, randomized enemy ranges, quests, map relationships, equipment trade-offs, hidden eighth day, SAN, and endings, then integrated scenes, UI, values, and sourced assets in Unity.

Next projectEscape Lab