Ohm, My Lord!

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"Resistance is futile, and utterly inefficient."

Overall info
Project Code on GitHub
Download the game! (Build)

"Combining forces! Synergy!"

"It kind of looks like Cuphead"

Electronics ain't rocket science!

Game Trailer:


Ohm, My Lord!
Teaching electronic circuit basics to noobs, in a fierce bullet hell roguelike combat scenario.

The game features a procedural map with electronic components that come per room and try to kill (short circuit) the player. Some of these enemy NPC components can combine (such as a potmeter and an LED) to become more powerful, new synergetic entities. Enemy AI is aware of this, and its surroundings regarding other NPCs, making them act out on logical desires/combinations at certain circumstances.

To name a few of the current NPCs in the game, you have an LED. This is a medium-ranged enemy that shoots electrical bolts. As a contrast to this you also have the POT (potmeter) enemy. This is a slower, more close-ranged enemy relying on stronger melee attacks.

These electronic components can combine forces to form electrical circuits (Boss battle-esque / Circuit maze encapsulating the player) which adds more depth to playstyle, and strategy & complexity to the overall game.

A hectic, electrifying AI-driven Roguelike Dungeon Crawler / Shoot Em Up for one player.

For all ages


The entire game is made in the Unity engine.

The concept, all the mechanics, sounds, music, art/visuals and design choices were made by me.

This project contains the following regarding AI:
- NPC react to each other
- Prioritising target enemy, fighting each other

- NPC react to environment
- Finding Charging Dock (for regaining health)

- NPC react to player
- Attacking & Chasing

- NPC has at least 2/3 behavioral states (Idle doesn't count)
- Chase & Attack (+ When hit target & fight with other NPCs)
- Flee & Recharge (Prioritising health > damaging targets)
- Custom NPC Synergy-Combo System, based on priority & situational efficiency

- NPC has pathfinding algorithm (Planner AI, A*, Dijkstra, Potential Fields, Boids)
- Enemy NPCs use an A* pathfinding algorithm

- Behavior Tree (self written)
- With Action, Timer, Sequence, Selector and Inverter Nodes inheriting from an interface -> abstract class architecture.

Behavior Tree



Key Action
W A S D Move around
Mouse Move aiming reticle around
Left Mouse Button Shoot electric bolt


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