Development Info
Role: Game Programmer
Genre: 2D Platform Shooter
Players: 1
Engine: Unreal Engine 5
Platform: PC(Steam)
Time on Team: January 2026 - Present
Game Overview
Tax Return is a game following Florida Man Swindling Steve in his quest to get revenge for his unreasonably high tax bill. It focuses on speed and combat as Steve races through the headquarters of the SRI using all the new skills and weapons he can get to his advantage.
Responsibilities
Programming:
All Sector 2 Enemies
All Sector 3 Enemies
Player Movement Upgrades
Design:
Assist with Sector 3 Enemies
Sector 2 - Ambush Enemy
This enemy is an ambush unit, designed to hide behind an object (not pictured) and jump out at the player once the player gets within a set range. This is accomplished with code that restricts movement until the player gets within a set collision box, which is provided beneath the video on the right.
Features
30 Levels across 3 Sectors
Extra Challenges for Collectibles
Upgrading Mechanics and Weapon Systems
Strong Variety of Enemies In Each Sector
Demo Currently Playable On Steam
Sector 2 - Kamikaze Enemy
This enemy is a roaming flier which locks in on the player position once they have entered its sight-line. My programming included the sight-line detection, patrolling boundaries, and final launch at the player, the code for all of which is provided below.
Sector 3 - Assembly Arm
This enemy is modeled after a factory assembly arm. It is stationary for the first half of its health, throwing projectiles from a distance, before breaking off its rails and moving to attack the player once it goes below half health. I programmed the systems of immobility until the heath fell below a certain value using an event tick to check the health value and change behavior. The sprite is not currently implemented.
Sector 3 - Crane
This enemy is modeled after a ceiling crane in an industrial environment. It is a two part entity consisting of a base that spawns projectiles and the crane which restocks its projectiles there before returning to a left and right patrol, dropping its payload only on player detect.