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Gladiator Game (Prototype)

A asyncronous multiplayer game where you fight other players in an arena as a gladiator. This is just a prototype to test the concept and the technology.

Open on itch.io
Godot Engine.NetPostgreSQLFirebaseGitAseprite

Type

Games

Plays

86

Rating

Not rated

Gladiator Game (Prototype)

Overview


Gladiator Game (Prototype) is an experimental asynchronous multiplayer game built to explore how a server-driven game could work in practice. The core idea is simple: create a gladiator, build a loadout from randomized shop items and weapons, and send them into automated battles against other players' gladiators.

While the presentation is intentionally lightweight, the project was designed as a serious technical prototype. It gave me room to experiment with combat systems, backend architecture, persistence, and authentication in a way that felt much closer to a real online game than a traditional local-only prototype.


Gameplay


The game revolves around preparation and strategy rather than direct control. Players assemble a combo build by purchasing randomized items and weapons from a shop, shaping how their gladiator behaves once combat begins.

Battles play out automatically in an autobattler-style system, so the interesting part happens before the fight: choosing the right equipment, balancing risk and reward, and building around synergies instead of reflexes.

The current prototype is centered around one clear goal: defeat other player builds and climb the leaderboards.


Development


This project was created primarily as a technical prototype to explore client-server architecture in game development. The client is built in Godot, while the backend is powered by a .NET API responsible for game logic, player data, matchmaking, and combat flow.

To support the online parts of the game, I also introduced a few technologies that were new and important to this prototype:

  • PostgreSQL for storing users, gladiators, and match data
  • Firebase Authentication as the foundation for the login system

The goal was not to create a fully polished game, but to experiment with:

  • Server-authoritative game logic
  • API design and communication between client and backend
  • Persistent game data across players and matches
  • Building a basic authentication flow for online accounts
  • Networking workflows in Godot
  • Expanding my experience with C# and .NET development

The project ended up being a great sandbox for understanding how a more scalable multiplayer game architecture could be structured, even at a small prototype level.


Challenges & Learnings


Working on this prototype introduced several new technical challenges:

  • Designing a clean separation between client and server responsibilities
  • Handling network communication and syncing game state
  • Structuring a flexible API for game interactions
  • Designing a data model for players, gladiators, and matches in PostgreSQL
  • Connecting a game client and backend to an external authentication provider
  • Managing randomized systems while keeping gameplay deterministic for server validation

This project was especially valuable in bridging the gap between single-player game development and more complex, networked systems. It pushed me to think less like a gameplay-only developer and more like someone building a complete online product.


Release Info


  • Released: April 3, 2026
  • Platform: Itch.io
  • Engine: Godot 4.5 (GDScript)
  • Backend: .NET API, PostgreSQL, Firebase Authentication
  • Status: Free browser game

Tech stack

Tools used in this project

Godot Engine.NetPostgreSQLFirebaseGitAseprite