Cure-Slay

2D Game • System Design • Character Switching Mechanic • Processing (Java)

Summary

Cure-Slay is a fast-paced 2D action game I created in Processing. The experience revolves around a dual-character switching mechanic: by pressing SHIFT, the player switches between a Knight and a Healer, each with different strengths and vulnerabilities.

  • The Knight can attack enemies and withstand more damage.

  • The Healer restores health to both characters’ shared health pool, but takes twice as much damage when attacked.

Managing the characters’ stamina bar is critical — when a character becomes exhausted, they cannot attack or heal. The player must switch between them strategically to rest one character while using the other to survive.

Cure-Slay was one of my final Processing projects and focused heavily on mechanics-first design, player readability, and designing expressive interactions using simple tools.

Project Overview

Cure-Slay was designed as an exercise in:

  • Creating a full combat loop using Processing

  • Designing character-dependent abilities with tradeoffs

  • Developing systems around shared resources (health pool + stamina)

  • Exploring rhythm and pacing through swapping characters mid-battle

  • Building a complete experience using hand-drawn art + code

The simplicity of Processing made this project a fun challenge — everything from sprites to combat logic to UI had to be built manually. This constraint pushed me to think more deeply about readability, telegraphing, and designing clarity with minimal tools.

Tools Used

  1. Processing (Java) – game logic, animation, rendering

  2. Photoshop – sprite art and background painting

What I Worked On

Gameplay & Systems Design

  • Built a dual-character switching system with differing roles and weaknesses

  • Designed rules for shared health, stamina, and character exhaustion

  • Developed enemy attack patterns and damage calculations

  • Balanced timing windows to encourage switching rather than button-mashing

  • Implemented a risk/reward system: healing costs stamina, attacking costs survivability

Art & Animation

  • Hand-drawn pixel environments and characters

  • Character animation frames for both classes

  • UI graphics for health + stamina

Programming

  • Implemented all core systems using Processing (Java)

  • Sprite rendering, collision logic, and enemy AI

  • Designed stamina drain, cooldowns, and attack/heal timing

  • Added basic UI elements (bars, labels, indicators)

  • Created a complete gameplay loop with restart + fail state

What I Learned

Working on Cure-Slay significantly strengthened my ability to:

  • Build small but expressive mechanics with limited tools

  • Design interconnected systems such as shared health and paired exhaustion

  • Use restrictions (Processing’s simplicity) to improve design clarity

  • Work with game feel, responsiveness, and input readability

  • Polish a game loop from prototype to a playable experience

It also improved my confidence in Java-based logic, collision rules, and designing clear combat actions without the support of a game engine.

Personal Reflection

Cure-Slay was one of my earliest attempts to design a mechanics-driven action game entirely from scratch, and it pushed me more than I expected. Creating combat interactions, stamina logic, and character switching in Processing meant I had to handle every detail manually — animation timing, hit detection, UI refresh, and more.

Working within those constraints taught me how to simplify. I learned to focus on what makes a mechanic meaningful, not how fancy it looks. This project also planted some early seeds for my long-term interest in systems design, interconnected abilities, and building emotional meaning through mechanics.

I’m proud of this project not because it’s big, but because it taught me to think like a developer — disciplined, intentional, and willing to refine a mechanic until it feels right.

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Fate (2014)