Laser Dodge
Role
Role
Designer
Designer
Genre
Genre
Casual Mobile Game
Casual Mobile Game
Tool
Tool
Unity
Unity
Development Time
Development Time
4 weeks
4 weeks
Challenge your reaction times in this casual mobile game.
Highlights
Personal Project as solo developer
Created the scripts and Ui for the game
Made in Unity
The images and videos showcase gameplays recorded on my phone (android), or some early stages of the development.
All assets are free items found on itch.io or the Unity store.


Concept
A casual mobile game designed for instant accessibility and short play sessions, where players must dodge laser projectiles while surviving as long as possible.
Your score is your survival time. The longer you stay alive, the higher your score. No multipliers, no combos – just pure reflexes
Design Goal
The loop is simple and tight:
Dodge incoming laser projectiles
Survive to increase your score (time = points)
Difficulty increases over time (faster, more frequent lasers)
Fail → instantly restart
The instant restart is intentional. There are no menus, no "Are you sure?" prompts, no waiting. The moment you fail, you can try again.
This design encourages fast retries and continuous engagement. During informal tests, players attempted 4–6 runs per minute, with an average session length of 3 minutes. The "one more try" feeling appears naturally.


Core Mechanics
The game revolves around a single enemy: a machine that spawns on screen and fires projectiles toward the player.
To reduce randomness and increase pressure, the machine does not spawn randomly. Instead, it tends to appear near the player's current position. This forces quick reactions and keeps the player constantly engaged.
Before each attack, a visual warning cue appears. This improves readability, gives the player time to react, and maintains fairness – even when the difficulty is great.
An additional constraint is the platform itself. The player can fall off the edge, which introduces:
Spatial awareness
Risk management
A second way to fail (beyond being hit)
Difficulty Design
Difficulty scales over time through three variables:
Projectile speed
Projectile size
Spawn frequency
Phase transitions (e.g., from slow to fast) are tuned to:
Give the player enough preparation time
Reach engaging gameplay quickly
A difficulty cap is implemented to prevent the game from becoming unfair, ensuring long-term playability.
Design Decisions
1. Projectile Tuning
Speed and size were balanced to find the sweet spot between reaction time, challenge, and visual clarity.
2. Warning Animation
Added to reduce frustration, improve player anticipation, and support less experienced players.
3. Spawn Logic
Shifting from random to proximity-based spawning increased consistency, created intentional pressure, and improved overall fairness.
4. Platform Risk
Falling off adds a second failure condition. This increases tension, prevents passive play, and adds depth to movement decisions.
Random spawns felt unfair to players. By making the machine spawn near the player, I turned chaos into predictable pressure – which players found challenging but not frustrating.
The platform edge, initially a technical limitation, became a core part of the strategy. Players had to think about where to dodge, not just when.

UI & Visual Design
The UI is intentionally minimal. I chose this approach to:
Avoid distractions during fast gameplay
Maximize visibility of the action (lasers, player icon, warnings)
Every element is positioned to ensure visibility across different screen sizes and aspect ratios.
I tested the layout on Unity, which has the possibility to "emulate" different Android devices to confirm that no UI and Game element gets obstructed – even during continuous touch input.
Warning indicators are designed to:
Be immediately noticeable (high contrast, pulsing animation)
Naturally draw player attention without requiring reading
Support players with lower tracking ability (longer warning duration in Easy Mode)
No text is used. The warning is purely visual and universal.
The game is designed to create three emotional pillars:
Gradually increasing tension – players feel the pressure build as lasers speed up
Frequent "near-miss" moments – surviving by a small margin feels rewarding, not frustrating
A strong "just one more try" loop – fast restart and short sessions encourage repetition
Why minimal UI works for this game
In a game about reaction time and visual clarity, every extra pixel on screen is a potential distraction. By stripping away everything non-essential (no score pop-ups, no combo counters, no character stats), the player's focus stays exactly where it belongs: on the lasers and their character.
During informal tests, players consistently reported that the game "feels clean" and "doesn't get in its own way."
Highlights
Personal Project as solo developer
Created the scripts and Ui for the game
Made in Unity

The images and videos showcase gameplays recorded on my phone (android), or some early stages of the development.
All assets are free items found on itch.io or the Unity store.
Highlights
Personal Project as solo developer
Created the scripts and Ui for the game
Made in Unity
The images and videos showcase gameplays recorded on my phone (android), or some early stages of the development.
All assets are free items found on itch.io or the Unity store.


Core Mechanics
Laser System
A machine spawns on screen and fires projectiles toward the playerAdaptive Spawn Behavior
To reduce randomness and increase pressure, the machine tends to spawn near the player’s position, forcing quick reactionsWarning System
Each attack is preceded by a visual cue to:Improve readability
Give players reaction time
Maintain fairness
Player Constraint (Platform Fall)
The player can fall off the platform, introducing:Spatial awareness
Additional risk management
Concept
A simple mobile game designed for instant accessibility and short play sessions, where players must dodge laser projectiles while surviving as long as possible.
Design Goal
The goal of the project was to create a game playable anytime, anywhere, from short waiting moments to longer focused sessions.
As a casual experience, the design focuses on:
Immediate readability
Low skill entry barrier
Scalable difficulty
Core Gameplay Loop
Dodge incoming laser projectiles
Survive to increase score
Difficulty increases over time
One life, if lost instantly restart
The loop is designed to encourage fast retries and continuous engagement


Difficulty Design
Difficulty scales over time through:
Projectile speed
Projectile size
Spawn frequency
Phase transitions are tuned to:
Provide enough preparation time
Quickly reach engaging gameplay
A difficulty cap is implemented to:
Prevent the game from becoming unfair
Maintain long-term playability
Design Decisions
Projectile Tuning
Speed and size were carefully adjusted to balance:Reaction time
Challenge
Visual clarity
Warning Animation
Introduced to:Reduce frustration
Improve player anticipation
Support less experienced players
Spawn Logic Adjustment
Shifting from random to proximity-based spawning:Increases consistency
Creates intentional pressure
Improves gameplay fairness
Platform Risk
Falling off adds a second failure condition:Increases tension
Prevents passive play
Adds depth to movement decisions

UI & Visual Design
UI is intentionally minimal to:
Avoid distractions
Maximize gameplay visibility
Element positioning ensures:
Visibility across different screen sizes
No obstruction, even during continuous touch input
Warning indicators are designed to:
Be immediately noticeable
Naturally draw player attention
Support players with lower tracking ability
Player Experience Goals
The game is designed to create:
Gradually increasing tension
Frequent “near-miss” moments
A strong “just one more try” loop


