Make the device part of the game
Tilt applies acceleration rather than a fixed speed. Neutral input preserves momentum; counter-tilt brakes. Recenter and two steering mappings help players find a comfortable grip.
Hardware interaction design / Design & development
Tilt to build momentum, counter-tilt to brake, lift to jump, and turn the crank to reshape a route through floating roads.
Playdate hardware is required for the intended experience. The download is a .pdx package, not a Windows or browser game. Watch the film for an accessible overview.
Gameplay and design walkthrough · English narration
Tilt applies acceleration rather than a fixed speed. Neutral input preserves momentum; counter-tilt brakes. Recenter and two steering mappings help players find a comfortable grip.
Dock slowly to lock the ball, then crank to rotate a bridge, raise a lift, or extend a crossing. Release with B. Lift the device or press A to jump, carrying momentum into the landing.
Short teaching courses grow into four cumulative expeditions. Playtest feedback led to stronger opposing braking while retaining acceleration, making correction more responsive without losing the momentum challenge.
Level diagrams, mechanics, and documented iterations.
Contribution & credits
Game design, gameplay systems, interaction design, course progression, and creative direction.
AI-assisted implementation and selected artwork; synthesized audio; Panic Playdate SDK and the SquidGodDev template. Film footage is Simulator capture, with explanatory illustrations, not handheld footage.
Evidence & next steps
The development journal records playtest-driven control revisions and scoped hardware checks. Informal friend feedback highlighted the physical interaction. These observations are not a controlled usability study.
The playable build is the primary evidence; the portfolio explains the intent, implementation, and revisions behind it.