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Vexor Proxies

Fast-paced arcade shooter set in a retro-futuristic world. Inspired by classics like Hotline Miami and Super Hot, Vexor Proxies challenges players to think fast, act faster, and aim true.

Project Gallery

Genre: Arcade FPS

Platform: PC 

Engine: Unity 3D



Game Overview

In the corrupt underworld, only one can get the job done fast: Bunny. As a swift, agile hero, guide her through levels in a challenging arcade FPS where survival means shooting, dodging, and thinking quickly to overcome waves of foes.


Target Audience

For fans of intense action shooters who enjoy quick thinking and high-stakes challenges, inspired by games like Hotline Miami, Superhot, and Ultrakill.


Unique Selling Point (USP)

The game combines fast action with uninterrupted control, letting players guide Bunny during cutscenes and seamlessly transition into gameplay. The game’s fluid mechanics and layered levels encourage players to think strategically, adapt, and innovate as they progress.


Gameplay Mechanics

Core Gameplay Loop

A high-risk, high-reward arcade shooter. Players must eliminate all enemies on each level without being hit, progressing to the next stage. Armed initially with a knife and an uzi, players can pick up weapons dropped by enemies as they advance through three increasingly difficult stages, culminating in a final showdown with a mob boss.


Controls

Mechanic

Controls

Movement

WASD

Shooting

Left Click

Knife Attack

Left Click (close range)

Weapon Swap

Scroll Wheel

Loot Pick-Up

Walk over item

Scoring System

Points are awarded for kills, with bonuses for stealth and rapid succession. High scores unlock modifiers such as infinite mode or "armored enemies only" challenges for replayability.


Weapons & Enemy Design


Player Weapons

Weapon

Fire Rate

Range

Special Ability

Knife

N/A

Melee

Backstabbing attack

Uzi

High

Medium

Akimbo shooting style

Shotgun

Low

Close

Spread shot, high damage

Rifle

Low

Long

High damage at range

Silenced Pistol

Medium

Long

Stealth kills without alerting enemies


Enemy Types

  1. Normal Enemy

    • Behavior: Patrols, chases upon sight or hearing.

    • Combat: Fires rapidly within sight; one hit kills the player.

    • Weakness: Dies from any player attack.

    • Drops: Random weapons (SMGs, pistols, shotguns, rifles).

  2. Armored Enemy

    • Behavior: Slower; patrols and chases like normal enemies.

    • Combat: Invulnerable from the front; requires backstabbing.

    • Drops: Rare powerful weapons (e.g., revolvers).


Level & Environment Design

Levels

  1. Office Building: Navigate a grid of rooms where enemies patrol.

  2. Local Bar: A trashy, dimly lit setting filled with ambush points.

  3. Nightclub: Neon-lit, multi-leveled venue ending with a final boss fight.


Environmental Style

Retro-futuristic with a low-poly aesthetic. Each level adds more neon elements, transitioning to a fully lit neon club for the final showdown. The style combines gritty textures with bright colors to evoke a "future noir" feel.


Art & Character Design

Art Style

Retro graphics with a vibrant, arcade-inspired color palette. The environments blend classic architecture (brick buildings, wooden floors) with futuristic, neon-lit props for a unique atmosphere.


Character Profiles

  1. Bunny (Player):Small, fast, and agile, Bunny wears streamlined gear to facilitate her speed. Her iconic rabbit mask strikes fear in her enemies.

  2. Mobsters (Enemies):Tall, bulky, and armored to portray toughness, mobsters wear classic suits with varying levels of body armor. Armored mobsters sport front-panel armor only, leaving them vulnerable from behind.


Development Timeline

  • Initial Development (Oct 2 - Oct 12):Project kickoff, core mechanics, early designs, and GitHub setup.

  • v1 Build Release (Oct 13):Playable prototype with basic mechanics, character models, initial UI, and internal feedback.

  • Iterative Development (Oct 14 - Nov 14):Refinement of mechanics, advanced AI, and expanded levels. Tracked on GitHub and Taiga.

  • Upcoming Milestones:

    • Oct 30: Second internal playtest.

    • Nov 15: Feature completion milestone.

    • Nov 22: Begin polish phase for final optimizations.

    • Nov 28: Start beta testing.

    • Dec 3: Final release.



TEAM BIO - Carrot Trail Studios

Our Studio Philosophy

“Crafting Worlds with Passion, Precision, and Play.”

At Carrot Trail Studios, we believe that every game tells a story, and every story deserves to be told with heart. Our small but passionate team collaborates across disciplines to create unique, immersive experiences for players everywhere.


Meet the Team Behind Carrot Trail Studios:

Meet the Team

  • Aditi Kelwalkar - Gameplay & AI Programmer

  • Enci Zheng - Concept & Environment Artist

  • Jack Parent - Game Designer, SFX & Narrative Lead

  • Luna Stephenson - Gameplay Programmer

  • Samantha Thompson - 3D Modeler & Prop Artist

  • Somesh H. Gopi Krishna - Game Designer, Gameplay Programmer & UI/UX Designer

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