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:

  1. Dodge incoming laser projectiles

  2. Survive to increase your score (time = points)

  3. Difficulty increases over time (faster, more frequent lasers)

  4. 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:

  1. Gradually increasing tension – players feel the pressure build as lasers speed up

  2. Frequent "near-miss" moments – surviving by a small margin feels rewarding, not frustrating

  3. 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 player

  • Adaptive Spawn Behavior
    To reduce randomness and increase pressure, the machine tends to spawn near the player’s position, forcing quick reactions

  • Warning 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


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