Sakura’s Journey is a fast-paced twin-stick arena shooter with tactical defense elements.
The game was developed as part of the School4Games program and focuses on intense combat, enemy wave control, and system-driven gameplay.
🔗 Project page: https://www.jannikkluge.com/#/projects/SakurasJourney
🌐 Portfolio: https://www.jannikkluge.com
In Sakura’s Journey, players take on the role of Kitsune Hime, a fox-masked priestess bound to a divine spirit.
Corrupted Yokai have taken over sacred temples, and it is the player’s task to cleanse them by surviving enemy waves, protecting key objectives, and defeating powerful bosses.
The game combines:
- Twin-stick shooter combat
- Arena-based wave gameplay
- Defensive objectives (e.g. protecting sacred sakura trees)
- Progression and upgrade systems
I worked as Lead Game Engineer, responsible for the technical foundation and gameplay systems of the project.
- Designed and implemented core gameplay systems as well as the level system
- Player movement, shooting mechanics and combat flow
- Enemy AI behavior and wave spawning logic
- Upgrade and progression systems
- Game state management and feature integration
- UI Integration
- Defined the game’s technical architecture
- Built reusable systems for enemies, combat, and progression
- Maintained repository structure and builds
- Godot Engine 4.3 – Core engine and scene system
- GDScript – Gameplay logic and systems
- TortoiseHG – Version control and collaboration
More tools and engines I work with:
➡️ https://www.jannikkluge.com/#/tools-and-engines
You can find more information, downloads, and videos here:
➡️ https://www.jannikkluge.com/#/projects/SakurasJourney
If you want to learn more about my work or collaborate:
🌐 Portfolio: https://www.jannikkluge.com
📧 Email: contact@jannikkluge.com
💼 GitHub: https://github.com/prayyOnIntelliJ