Cliche, the origins
Shipped a five-level 3D action-adventure with per-level mini-bosses and a final boss, a shop and upgrade economy, and a story delivered through the HUD.
- Team
- Solo
- Engine
- Unreal Engine 5
- Type
- Game jam
- Status
- Released

Play it

Runs in the browser. Loads on demand so the page stays light.
The problem
The jam theme was "cliché", which invites a joke that wears off in a minute. The challenge was building something that lands the joke and still holds up as a game across five levels.
The approach
Played the tropes straight — rescue the princess, collect the MacGuffins — while making the systems genuinely deep: dynamic mouse-aimed combat, weapon switching, AI enemies that patrol and react, and a village shop where coins buy equipment and upgrades.
What I built
- Classic Adventure Narrative: Embark on a mission to rescue a princess while collecting printing stereotypes, embracing a humorous take on traditional video game clichés.
- 5 Levels of Combat: Fight through multiple levels filled with enemies, mini-bosses, and a challenging final boss for each stage.
- Dynamic Combat System: Run, jump, shoot, change weapons, and use a variety of items including ammo, hearts, shields, and coins to stay ahead in battle.
- AI-Driven Enemies: Engage with intelligent enemies that patrol, attack, and respond to the player's actions using advanced AI systems.
- Village Shop and Upgrades: Buy and upgrade equipment and weapons to enhance your character's abilities, adding depth to the gameplay.
- Polished 3D Graphics and Animation: Enjoy well-crafted 3D models, smooth character animations, and detailed environments, elevating the game's overall aesthetic.
- Interactive Storytelling: Immerse yourself in the game's story via a storytelling system integrated into the HUD and enhanced by sound effects and music.
- Smooth Aiming System: Aim dynamically using the mouse, allowing for precise shooting in all directions.
- Customizable HUD: Real-time display of health, ammo, coins, and more for easy gameplay tracking.
Gameplay
Screenshots

Built with
What I'd do differently
Procedural level generation kept the five levels from becoming five variations of one layout, but the shop economy needed the most tuning to keep upgrades meaningful without trivialising the bosses.