Devastation Log - 02/08/20 


  • Game now available on Steam and added 25 in game Achievements.

  • Fixed a bug when a player holds the slowdown buttons and dies, they stay slow when they start the game again until the slow button is pressed again.

  • Added when a player dies in survival on multiplayer, the person that died can spawn back after the boss is defeated.

  • Adjusted the difficulty of the enemies and bosses being much too difficult on insanity.

  • when a player is game over, the score display was "rude", created a game over state that waits a few seconds before score is displayed.

  • Added a feature to the special power up, you gain more score when "special" power up is active when you kill a boss.

  • Fixed a bug where only lives were given to the player when reaching a certain score. game detects if player is low on lives or bombs, if neither then a special power up is rewarded.

  • Fixed animation on the 9th boss showing off the screen in 1440 resolution.

  • Readjusted screen colliders so player and move closer to the edge of the screen.

  • Fixed a bug when 4 players beat the game, game would react in an infinite loop.

  • Fixed sound issue when 4 players played the shoot sound simultaneously was too loud over music.

  • Fixed a bug when playing multiplayer player can't take lives and come back to game, from people that have the same amount of lives.

  • Other performance tweaks.

[Known Bugs]

  • Gaining the multiplayer achievement can be obtained with 4 players by plugging in 3 more controllers and beating the last boss.

  • video background glitches and not looping seamlessly.


Update (10/20/19) TQ game demo was updated with two more levels and items. Previously I developed a new debug system to catching bugs in the game and it has proven extreme helpful. we all like games with cheat codes right? 



Treasure Quest Update (07/18/19)

First temple completely finished with a Boss fully programmed with attack states. Decided to preview the full game run through of the new temple and boss.

Preview here:


Treasure Quest Update (07/17/19)

Went live on YouTube and started building something massive that changed the outlook of the game. With the fourth section of equipment jewels had to be made. Started developing a jewel system through programming and building 3D models of the jewels and turning them into UI elements.
Preview here:


Treasure Quest Update (07/10/19)

Finished the model of the first temple and fully programmed a carrying system that allows the character to pick up objects and sit them down or throw them on switches. All obstacles are fully programmed and some puzzles are solved by using the demon mask item.


Treasure Quest Update (07/28/19)

Continued building the first temple level along with composing epic boss music that will play when fighting the temples boss. Preview here: 


Treasure Quest Update (06/10/19)

Started modeling the first complex temple to beat in the game. Composed the levels music with a "ruins" type vibe. Demo here:


Treasure Quest Update (05/16/19) Fully developed Shop System with talking people: I had a code block for 2 straight days. I broke another wall learning more code as I go.


It's been 4 months now since Halcon and I had built a game from scratch and released it on Steam, I feel proud of this because it's the first time I had done such an accomplishment, inspiring actually to see people purchase my game. I'm glad all the work I've put into my project had brought a great game experience to people. We both go home happy.

I felt like my game needed more to the story, I wanted interaction objects that would hint different item locations and areas to explore. I built a journal system that records the players interactions with specific objects so the player can look back at it for sub quests in the game.

Created powerful items for beating the main temples in the game. achieving all of them would unlock the last area in the game, where you would obtain the most powerful item of them all.


I learned more about delegates, Unity Events and Unity Actions and I built the entire UI interface of the shop system.


What exactly happens when I drop a person into 3D space? I can set in the inspector what town and if the person acts as a shop.


When shopping and depending what town, will bring up a variety of items you can buy.


There are 6 slots that are assigned "when talking" immediately in code. It then selects and detects any item I want. The price, a discount, a sale of the week, a special item.


This tells the player that this town has this item on sale where the other town has it for full price.


Also when you buy the vitality the dialogue changes as if the shop keep recognizes you. During night the shop closes and kicks the player out from of the shop and closes the door.


A dialogue message pops and says it opens at 6am. During night time the people that wander around say different things than they would during the day.


Want to Contact me? Please visit me at Facebook, Instagram, twitter or YouTube. at these following links!






Check out Devastation on Steam!


Want to Play Treasure Quest?

Download the demo at Itch.io




Meet me locally at gaming events in Halifax which includes:

GDA - Game Dev Atlantic 2019

Volta Labs - Global Game Jam 2020

Halcon - NSCC Game Development Program Sponsor 2019.

CGX - Canadian Gaming Expo and Dev Talks.

NSCC - Tech Connection Conference

© 2019 Michael Wills

Now on Steam!


Devastation - Unity PC

Released February 5th 2020

Unity 2D Shoot'em up bullet hell action game designed in 2D

Devastate the alien race with destructive power of upgraded weapons and nukes. Show them that one ship can conquer them all!

Purchase on Steam for $4.99USD




Treasure Quest - Curse of the Black Jewel

Unity 3D dungeon crawling action RPG designed in a first person perspective!

Slash your way through  dungeons exploring for sacred treasure and save conquest island from corruption.


A talented left handed individual that thrives on creativity. Based in Canada in a small Province of Nova Scotia. From a young age he grew up building things out of cereal boxes, cutting card board to design computers, games, cars, guns, swords and shields.

Introduced to the Nintendo Entertainment System, the SEGA genesis, Super Nintendo and PC games on Windows 95. Always had the dream to work on games but was too young and never had the tools we have today.

From 2012 to 2016 he was designing graphic wallpapers as well as user interface designs for the original Xbox which are still extremely popular to this day. He also composed music as a hobby containing a total of 71 songs which equaled out to 6 albums.


From 2016, nudged by friends and family to take a course doing what he enjoyed at NSCC.
During a mock interview with Red Space that was hosted by the school he was considered as someone who wore a lot of hats, or a jack of all trades among some of the faculty at NSCC.


After graduation in the Video Game Development course, he found his passion and building video games has filled every aspect of his creativity. Unfortunately at the time jobs were not available for individuals with less than 3 years of game development experience.


Taking matters in his own hands he started building games from bottom up on his own. As of February 5th 2020 he successfully announced his release of his first ever game on Valve's "Steam" gaming network for PC called Devastation - Annihilate the Alien Race.


Since the start of my game development i realized that I'm very persistent with my work and never have I put my best in to something like this, spending countless hours learning, exploring, creating, programming just to build a game.


Game development defined my personality, I have always been an extremely creative person. Designing games gives me the tools to bring out the best out from my personality.


I like to build games from the roots of old school gaming. When creating games the idea is to build something unique to the eye, allowing the player to explore features of the game and browse through items and obstacles that are enjoyable.


The game play experience I would like to portray should satisfy the player by achievement or intense action. Most of my games are based from top games that made old school gaming, like Descent, Unreal tournament, Doom, Zelda and Landstalker.