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LIGHTSPEED


In lightspeed you have to think fast, and dodge obstacles on the last second.
It's the only way to obtain points. The closer you are to the obstacle, the more you get!

We had the freedom to make anything we wanted so I got the idea of making a music based game,
It was important for me to reward the player on taking risks, that's why I designed it in a way that the closer the player got to the obstacle, the more points they got.
I quickly noticed however that 1 life would not be enough, so we made sure that the player had at least room for 1 mess-up moment.
Not only that, I also wanted to add emphasis on the music, because of that we added visualizers on the side, I modeled the background to get a style/aesthetic that fit with it.

I also noticed that when pausing it's rather difficult to get into in when you're in a tricky situation, so I added a countdown.
And because the gameplay is fast, we opted for a mouse input, since arrow keys quickly became rather frustrating with both how slow and unresponsive it was.

Position: Lead developer/designer
Length of time: 2 weeks.
Language: C#.

What I contributed to:
Menu, Settings, FPSCounter, Battery level, Countdown timer, Ingame console, The grid, The sun, All models, Audio implementation, Game concept, Game logic.

Collaborators:
Mitchell Tuinstra.

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