Burger Guardian

2D Strategy · Light Roguelite · Tower Defense / Competition project · Windows build

Burger Guardian

BURGER GUARDIAN

Rearrange a restaurant into a production line and defensive position. Combine ingredients into weaponized burgers and adapt the layout after every reward.

ELEVATOR PITCH

Rebuild the restaurant while producing burgers as ammunition; let each reward reshape the next defence.

Rearrange a restaurant into a production line and defensive position. Combine ingredients into weaponized burgers and adapt the layout after every reward.

Responsibilities

Game Designer (team)

Project period

Course competition development

Team

5 people (2 designers / 2 artists / 1 programmer)

Contribution

Approx. 50% of design work (2 designers)

CORE GAMEPLAY

What does the player do?

Burger Guardian is a 2D strategy tower-defence game made by a five-person team. Ingredient crates, workstations and waiters occupy grid cells, so pathing and firing coverage compete for space.

Ingredients define burger properties: damage, speed, penetration, slow, burn or splitting. Workstations limit recipe capacity and production speed, turning each burger into both ammunition and a build choice.

Twelve waves escalate from one attack direction to three. After each wave, players choose one of three rewards; clearing within 90 seconds improves the chance of higher-rarity options.

01

Plan

Rearrange stations and routes

02

Collect

Choose ingredients for the need

03

Cook

Build burgers with different properties

04

Defend

Throw manually or supply waiters

05

Grow

Choose a reward after each wave

DESIGN HIGHLIGHTS

What should be remembered quickly.

01

The restaurant is the battlefield

Production paths and defensive coverage share the same limited grid.

02

The burger is the weapon

Ingredients combine numerical properties with special effects, making recipes part of the build.

03

Efficiency drives growth

Fast clears increase reward quality and link execution to long-term construction.

04

Directions reprice the layout

New attack angles invalidate comfortable paths and force continuous rearrangement.

Genre

2D strategy / light roguelite / tower defence

Platform

Unity / PC / Windows

Team

5 people: 2 designers, 2 artists, 1 programmer

Restaurant

12 × 7 grid / one cell per component

Level scope

12 waves / two rounds / max. 2 minutes per wave

Growth

Ingredients, stations and waiters / four rarities

Player roles

Manual throwing / automated waiter defence

My work

Gameplay design, rule breakdown and documentation

DESIGN BREAKDOWN

01

Design question

How can tower-defence placement remain active after combat begins, while the player still participates directly?

02

Restaurant space

Every station occupies one cell and can be moved, tying path length to firing coverage.

03

Recipe system

Stackable stats and one-time traits combine into burgers with penetration, slow, burn and split effects.

04

Production system

Workstation capacity and speed define recipe complexity and throughput.

05

Automated defence

The player can throw burgers directly or supply waiters with different ranges and attack speeds.

06

Growth structure

Three-choice rewards expand the restaurant; declining a reward restores health.

LEVEL DESIGN

Twelve waves organised by attack direction and clear time

Two rounds of six waves escalate from one direction to three, then close with a boss. Direction changes reprice movement and coverage; clear time connects performance to reward quality.

01

Initial layout

Build a production line from basic components

02

Waves 1–2

Learn collection, cooking and throwing

03

Waves 3–4

Two directions test routes and coverage

04

Wave 5

Three directions split defensive resources

05

Wave 6

Two directions and a boss form a checkpoint

06

Round two

Use the completed build for the final defence

01

Direction creates pressure

Difficulty grows by changing approach angles, not only by adding health.

02

Two minutes is a hard ceiling

Survivors carry into the next wave when the timer ends.

03

Fast clears improve rewards

Clearing within 90 seconds raises the chance of rare choices.

04

The boss tests throughput

Summoned diners force sustained production while focusing a durable target.

05

Rewards reshape space

Every new component occupies a cell and therefore requires a new route.

06

Declining is also a choice

A reward can be exchanged for restaurant health when the build is already complete.

MY CONTRIBUTION

Game Designer (team)

Contribution: Approx. 50% of design work (2 designers). This portfolio presents an edited project summary; source files are not public.

SCREENSHOTS

Playable results and key scenes.

GIF / MOTION

Motion material to be added.

The full gameplay capture demonstrates the principal controls and system flow.

Open the full project presentation+

FULL PRESENTATION

01 / Inspiration

The pressure of a zombie-survival scenario is translated into a restaurant defence: an endless crowd approaches while food, space and the defensive line must remain under control.

02 / Art direction

Rubber-hose animation uses exaggerated limbs, strong silhouettes and a vintage cartoon tone to make the conflict playful but tense.

03 / Audience

Players who enjoy tower defence, light roguelites, spatial planning and recipe combinations.

04 / Play context

Designed for individual desktop play, where the player can concentrate on increasingly demanding waves.

Features / FEATURES

Restaurant production meets tower-defence placement

  1. Continuously rearrange and customise the restaurant layout.
  2. Combine ingredients into burgers with different base values and special traits.
  3. Throw burgers directly or hand them to waiters for automated attacks.
  4. Choose one of three random rewards after each wave to expand the restaurant.
  5. Survive twelve escalating waves arriving from changing directions.

Controls / CONTROLS

Move, cook, throw and carry

W A S D
Move the character
E
Take ingredients, cook burgers and supply waiters
Left mouse
Throw the burger being carried
Q
Carry and reposition restaurant components
01

Ingredient crate

Provides ingredients; each one changes a base value or adds a special property.

02

Workstation

Turns ingredients into weaponised burgers; capacity limits recipe complexity.

03

Waiter

Accepts burgers and automatically throws them at diners inside its range.

04

Bin

Disposes of unwanted ingredients or burgers so mistakes do not occupy the workspace.

Waves & Rewards / WAVES & REWARDS

Efficiency changes the quality of the next growth choice

  • Twelve waves approach the restaurant from changing directions.
  • Each wave lasts at most two minutes and ends with one choice from three random rewards.
  • Rewards include ingredient crates, workstations and waiters across four rarity tiers.
  • Clearing within 90 seconds increases the probability of high-rarity rewards.

TEAM

A playable build made by a five-person team

2 people

Game design

Co-designed the systems, rules and design documentation.

2 people

Game art

Created character, environment, interface and visual direction.

1 person

Programming

Implemented gameplay systems, interactions and the playable build.

LINKS

Project materials and playable builds.

After opening a cloud drive link, check the filename and access code shown above.