overview
This was Miguel’s fifth published game as a programmer and his first as a designer. He joined the project as the only programmer on a team of artists and animators, and quickly became a key development lead while building the game in Unity from the ground up: core mechanics, combat, enemies, bosses, tools, and gameplay systems.
What began as a simple Mexican-themed runner evolved into a much richer action game, with distinct worlds, layered mechanics, and memorable boss fights that helped it reach top positions on the App Store and Google Play.
Sole Programmer: Miguel programmed all gameplay systems, including 3Cs (Character, Camera, Controls), combat system, enemies, bosses, items, and progression across 4 worlds and 40 levels.
Designed and developed 6 unique boss fights: Instead of repeating the same formula, each boss was designed as its own set piece with distinct mechanics, controls, and pacing.
Robust systems to support content creation: Built reusable boss state machines and event tools that made it possible to create more complex encounters efficiently
Tools: Built editor tools that helped first-time Unity users design and build levels more effectively.
The result was a game defined by its combat feel, variety, and personality. Its combo-based machete system, custom movement physics, specialized items, and standout boss encounters gave the project a stronger identity and made it especially memorable for testers and players.
Games details
Engine
Unity
Highlights
Designed and programmed from concept to shipped experience.
Combat That Defines the Experience
The combat system became the core of the game. Once the player unlocks the sword, movement and attacks combine into directional combos, aerial attacks, and special moves that make the experience feel much deeper than a typical runner.
Boss Fights as Unique Set Pieces
One of Miguel’s biggest design contributions was transforming the bosses into distinct gameplay experiences rather than simple variations of the main loop. From a bullet-hell encounter to reflex-based battles and a folklore-inspired river fight, each boss was built to feel different and memorable.
Custom Systems Built for Game Feel
Many of the game’s mechanics relied on custom physics and tailored gameplay systems rather than default engine behavior. Running, jumping, bouncing, shooting, power-ups, and boss logic were all tuned to create a tighter, more satisfying feel.
Leadership for a First-Time Team
As the only programmer, Miguel also helped guide the development process and created tools that made level creation easier for the rest of the team. This allowed artists and designers with little Unity experience to contribute more effectively and helped the project move faster.





