Follow along with the journey from concept to playable game
Created a polished main menu screen and released the first demo version of the game to showcase current progress. Added slide sound effect.
Created new particle effects for sword slash and impact so it can appear in WebGL builds. Added a black skybox for igloo interior scenes.
Implemented enemy wander zone boundaries so enemies can't leave their designated areas. Added a random loot drop system so enemies sometimes drop items on death.
Implemented ice slide mechanics and added a visual penguin sliding animation in the corner of ice areas for atmospheric effect and visual feedback.
Continued iterative level design work. Implemented NPC Yarn State Persistence system to track variables throughout scene transitions. Fixed spike push mechanics and created death smoke effect.
Expanded level design. Implemented dynamic camera adjustments that change when the player goes behind ledges.
Implemented OctopusAI and OctopusHealth scripts for new octopus enemy type. Set up dynamic music switching between scenes. Expanded level design with new challenges: added chests containing snowballs and breakable ice sections that must be solved with snowballs to progress.
Fixed player save data system so data persists correctly between scene transitions, maintaining player state and progress throughout the game. Modeled and animated octopus enemy
Imported dirt and snow textures for environmental detail and visual variety. Implemented player death state and death animations. Started level designing with the new assets and mechanics.
Continued audio implementation: added ice spike sliding sounds and fox sound effects. Fixed ice spike sliding mechanics. Added Audio Listener component on player object to properly handle spatial audio. Added snow effects.
Created footstep sounds with animation timing adjustments to match player movement. Added different sound effects for different ground types. Implemented sword attack sounds and ice ability sounds. Added enemy sound effects .
Modeled and integrated tree assets. Implemented heart system for health visualization. Tweaked health and knockback mechanics so the player cannot be knocked back while in invulnerable state. Added items UI display on the top right of the screen.
Modeled and animated a red fox NPC. Animations: idle, walk, snow dive, hit, attack. Created an NPC who can throw snowballs. Modeled ice spikes, can be pushed when holding shield.
Moving into the next scene much smoother. World State Manager ensures world information stays consistent between scenes (chests opened, player stats, etc). Rotations for player more snappy. Player flashes red when taking damage.
Got ice sliding system working, like the puzzles in Pokemon. Transition in between scenes when player enters buildings. Opening chests work.
Got stagger and hit animations working for the seal enemy. Fixed bugs. Added a snowball throw mechanic. Penguin NPC now slides around.
Modeled the seal enemy and imported it into the game. Built a knockback system with animations. Got shielding mechanic working for the player.
Made a penguin NPC and added a health collectable with a basic pickup tutorial. Added space-to-continue text in the dialogue line presenter and tweaked the walk animation. Tried importing a food asset pack which broke the entire project — had to revert to a pre-GitHub backup and recover everything.
Got sword slash effect working. Imported sword models and added attack animations and mechanics. Built an interaction mechanic and added a Zelda-style icon popup animation. Added ice rocks to the environment. Modularized item scripting and built a collectables system. Created a GameState manager to cleanly separate NPC dialogue from item pickup dialogue.
Concept: top-down game where you play as a penguin defending against seals — inspired by Link's Awakening. Created the Unity project and got character movement up and running. Modeled the penguin character with idle, walk, attack, and dash animations.
Penguins Peak will be a top-down RPG where you play as a penguin attempting to save his home, fighting enemies, facing challenges, and learning things about his environment.
This game is inspired by The Legend of Zelda: Links Awakening, with similar design, concept, and mechanics.
See the game in action!
Custom 3D models created in Blender



This game is in early development. Check back regularly for new updates, gameplay videos, and behind-the-scenes development logs as the project evolves!
Latest Update: June 8, 2026
Demo Version & Main Menu