- Type
- Game
- Platforms
- iOS, Android, macOS
- Status
- Live
- Role
- Design + engineering
The story
Why it exists
Mobile arcade games often substitute control complexity and feature volume for a mechanic that is immediately legible and worth mastering.
My role
Independent game designer and developer. I designed the core mechanic, progression system, visual language, and cross-platform release.
Product move
Build the entire game around rotating a segmented shield so threats pass through one gap. One gesture changes every tactical decision.
What shipped
A shipped arcade game with ten enemy types, a five-phase difficulty curve, beat-reactive WebGL presentation, and releases across iOS, Android, and macOS.
See the product
Product judgment
Key decisions
- 01
One gesture, complete control
Rotation is the only continuous input. Depth comes from timing, anticipation, and choosing which shield segment to expose.
- 02
Teach through encounter design
Dedicated training waves introduce each enemy before later phases combine behaviors under pressure.
- 03
Make spectacle preserve clarity
HDR color, particles, and beat response intensify the run without obscuring enemy paths or shield state.
Build notes
A single Phaser 3 codebase ships through Capacitor and Tauri, with a custom WebGL pipeline and FFT-driven soundtrack response.
The difficulty director combines training, bonus, breather, and escalation waves across five named phases.
Built withPhaser, WebGL, Capacitor, Tauri, Claude Code
