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Simulator build, end-to-end client/server systems with Zap messaging across movement, AFK, shop, rebirth, packs. Brain-rot keywords: simulator, AFK grind, rebirths, boosts, spins, leaderboards.

Dashing, running, 8-way walking, parry/counter/clashing, cutscene ultimate, rocks/dust/ragdoll/death, UI scripting.

VFX scripting for skills, UI animations, optimization and bug fixing.

Server-driven weighted weather cycle with lighting packs, global VFX control, and smooth transitions.

Implemented server wave loop, config-driven design, replicated state, skip flow, lifecycle, client UI, attribute-driven UX. RECV with 500 mobs → 10.

Simulator build, end-to-end client/server systems with Zap messaging across movement, AFK, shop, rebirth, packs. Brain-rot keywords: simulator, AFK grind, rebirths, boosts, spins, leaderboards.

UI, combat, movement, skills, cutscenes, full stack, impacts.

Dialog NPC, UI animations, cutscenes, backend datastore, selection system.

Server bootstrap, combat, hitbox, blocking, movement, skills, rocks, ragdoll, shared/server utils, integrations, polish.

Server bootstrap, combat, hitbox, blocking, movement + advanced wall mechanics, skills, ragdoll, shared utils, camera.

Combat, blocking/parry, posture, grip/carry, execution, movement + advanced, camera, skills, ragdoll, rocks, shared utils.
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