Fight the roll
Enemy stats vary. Leaving and re-entering can produce another encounter, but rerolling also consumes time.
Power ↔ Time05 / Project
Stat-driven Unity RPG system prototype
A seven-day time economy connects exploration, combat, recovery, equipment, quests, and spirit into one resource-planning system.
Designed the time economy, progression, combat rules, randomized enemy ranges, quests, equipment trade-offs, SAN, and endings.
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.
Playable trade-offs
The focused sequence connects travel, combat, recovery, and remaining time. It grounds the system diagrams below in the behavior of the playable prototype.
System premise
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.



Resource trade-offs
Enemy stats vary. Leaving and re-entering can produce another encounter, but rerolling also consumes time.
Power ↔ TimeReinforcement consumes materials. The player chooses between upgrading current equipment and saving materials for later equipment.
Current equipment ↔ Later equipmentRest restores part of the player state and consumes time; sleeping consumes more time and fully restores the player.
Recovery ↔ TimeThe ending structure checks combat capability and SAN, joining physical preparation with spirit progression.
Power ↔ SpiritStat balancing
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.
This is balancing evidence from project documents, not a claim of formal user research.
Scope & ownership
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.