Clay Clash

In progress

  • Game
  • Roblox
  • Real-time

What it is

Clay Clash is a gameplay-first prototype: short rounds, exaggerated hit feedback, and systems I can tune without drowning in asset debt. It exists to answer “does this loop feel good on a keyboard before I pretend it’s a full game?”, not to demo a finished product.

Why I built it

I build games the same way I build tools: prove the risky part early. For Clay Clash, the risky part was moment-to-moment readability and commitment windows, so the prototype chases that before art direction or networking polish.

Problems solved

  • Reduced “muddy” combat reads by tightening telegraph timing and hit-stop rules instead of adding VFX layers.
  • Kept iteration cheap by isolating tuning data from presentation so balance passes don’t require scene rewrites.

Key features

  • Round-based loop tuned for fast restarts and immediate feedback.
  • Controller + keyboard paths considered from the first playable, not bolted on later.

Repository & access

Code may be shared selectively (snippets, screen recordings, or architecture notes) depending on the product stage. Reach out if you need a deeper technical pass.

Technical notes

Architecture is intentionally boring: clear separation between simulation-ish rules and presentation hooks so I can profile what actually costs frames. When this graduates beyond prototype, the first hardening step is deterministic replay for debugging desync, not prettier shaders.

If you want depth in a review, ask for a short screen recording of a tuning pass. That usually tells more than a zip of half-finished assets.

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