Primitive ShapeZ

Fight through a blocky zombie outbreak using a slow-firing musket, carefully timed shots and devastating penetration kills.

Explore Case Study

One musket.
One shot.
Endless zombies.

Primitive ShapeZ is a wave-based zombie action game created by a three-person team for the Primitive Shapes Game Jam #2.

The jam’s “One Bullet” theme became a slow-firing musket that rewards accuracy, timing and lining up multiple enemies with a single penetrating shot.

Players survive room-by-room encounters, earn points from defeated zombies and spend those points on upgrades and access to new areas.

My Role
Game Design,
Level Design and UI
Engine
Unity
Platforms
Windows and WebGL
Team
Three Developers
Development
One-Week Game Jam
01

Design Concept

The “One Bullet” theme was transformed into a weapon that made every shot feel deliberate.

Rather than using a conventional rapid-firing weapon, the player carries a musket with a slow reload. The limitation creates tension as enemies approach and encourages the player to wait for the strongest possible shot.

Penetrating multiple zombies awards additional points, turning careful positioning and timing into part of the scoring and progression systems.

02

Core Player Loop

01

Survive

Roll around each area while avoiding increasingly dangerous zombie waves.

02

Time The Shot

Wait for the right moment before firing the musket’s single loaded round.

03

Earn Points

Gain points from direct kills and bonuses for penetrating multiple enemies.

04

Upgrade

Visit the merchant to improve the player and unlock access to new areas.

03

Gameplay Systems

01

Rolling Movement

02

Wave Survival

03

Single-Shot Musket

04

Penetration Scoring

05

Merchant Upgrades

06

Area Unlocking

04

My Contribution

My responsibilities focused on shaping the game’s direction and translating the jam theme into a complete gameplay structure.

Game Concept Gameplay Systems Enemy Design Level Design Room Progression UI Design

Created alongside Mindaugas Juodvirsis and Charley Maloney.

05

Development Challenge

The largest challenge was creating dependable wave and upgrade systems within the game jam’s one-week limit.

The wave system needed to manage escalating enemy encounters while remaining compatible with the room-by-room level structure.

The upgrade system also had to provide meaningful progression without undermining the deliberate difficulty created by the musket’s slow reload.

The Outbreak
In Motion

A gameplay preview showing the musket’s deliberate firing rhythm, penetrating shots and the pressure of surviving each advancing zombie wave.

06

Final Reflection

Primitive ShapeZ became a passionate and enjoyable collaboration that we were proud to complete within the game-jam deadline.

Beyond establishing the core mechanics, we filled the project with easter eggs and smaller details that reflected how much fun the team had while developing it.

A playable browser version and downloadable Windows build remain available through itch.io.

Play Primitive ShapeZ on itch.io