Inventing a New Arcade Mechanic
Designing Radial Drift
Radial Drift started with a simple challenge I set for myself.
I wanted to build a game that didn’t feel like a variation of something that already existed.
Many indie games reinterpret familiar mechanics. I wanted to explore something genuinely new — a game built around a core interaction I had never seen before.
The idea appeared almost accidentally.
The Moment the Idea Appeared
I was using ChatGPT to brainstorm possible game concepts.
Most of the ideas it generated were variations of existing genres. Nothing really stood out.
At some point I stopped reading the suggestions and started thinking about what I would find interesting instead.
That’s when the concept appeared.
What if the player controlled a rotating wheel with a gap, and enemies emerged from the center of the screen?
The goal would be to intercept them before they reached the ring.
If anything collided with the wheel, it would damage the structure.
The player would rotate the wheel using a single finger, positioning the gap strategically while firing a lightning strike through the opening.
It immediately felt like something different.
A Loose Inspiration From Arcade History
One game from my childhood influenced the direction slightly: Gyruss.
In Gyruss, enemies spiral outward from the center while the player rotates around the screen perimeter.
But Radial Drift takes that basic spatial concept in a completely different direction.
Instead of controlling a ship moving along the edge of the screen, the player controls a rotating defensive structure.
The mechanic revolves around protecting the wheel itself while eliminating threats approaching from the center.
The result is a completely different gameplay dynamic.
A One-Finger Control System
The control system was designed to be deceptively simple.
The entire game can be played with one finger.
The player rotates a partial wheel — roughly 270 degrees of structure with a 90-degree opening.
Enemies emerge from the center of the screen and travel outward.
The player must rotate the wheel and align the gap with incoming enemies in order to eliminate them using a lightning strike.
The simplicity of the control hides a surprising amount of strategy.
Small adjustments in rotation determine whether incoming threats are intercepted or collide with the ring.
Rapid Prototyping to Test the Idea
Whenever I explore a new gameplay concept, I start by building the simplest possible prototype.
No art. No sound. No polish.
Just the mechanic.
For Radial Drift, the first prototype consisted of:
- a draggable rotating wheel
- a simple barrier line
- basic enemies emerging from the center
- collision detection
The goal was to answer one question as quickly as possible:
Is this actually fun?
If a mechanic isn't enjoyable within the first few minutes of experimentation, it's rarely worth pursuing.
Fortunately, the answer appeared quickly.
The prototype was immediately engaging.
That moment confirmed the concept was worth developing into a full game.
Expanding the Enemy System
Once the core mechanic proved fun, the next step was expanding the enemy ecosystem.
New enemy behaviors introduced increasing complexity and variation.
Examples include:
Splitters
These enemies break apart into multiple fragments when struck, forcing the player to react quickly to multiple threats.
Bomb Units
Destroying these triggers an explosion that eliminates nearby enemies — a strategic panic mechanic.
Missiles
Fast, lethal threats that destroy the player instantly on impact.
Maelstrom Formations
Clusters of enemies spiraling outward from the center in dynamic patterns.
Each new enemy type added another layer to the gameplay, creating a constantly evolving challenge.
Designing the Difficulty Curve
A key part of arcade design is ensuring difficulty increases in a way that feels fair.
A friend pointed me to an article on designing difficulty curves for arcade games, which helped shape how Radial Drift progresses.
Enemy combinations, spawn rates, and formations are carefully structured to increase tension gradually.
The goal was to recreate the feeling of classic arcade titles:
- easy to understand
- difficult to master
- addictive to replay
Crafting the Visual Style
Once the gameplay systems were working, I focused heavily on visual polish.
The aesthetic draws inspiration from classic vector arcade games from the 1980s — titles like Tempest and early vector-display shooters.
The design emphasizes:
- glowing neon lines
- geometric enemy shapes
- bright particle explosions
- high-contrast color palettes
Each level introduces a unique visual theme.
Wheel segments, enemy colors, and background animations change across levels to keep the experience visually fresh.
WebGL Shaders for Dynamic Backgrounds
To create more dynamic environments, I implemented custom WebGL shaders inside the Phaser 3 engine.
These shaders generate animated backgrounds that respond to each level’s theme and color scheme.
The result is twenty different visual environments that give the game a constantly evolving atmosphere.
The combination of neon geometry, particle effects, and animated shader backgrounds creates a modern interpretation of classic arcade visuals.
Music From DJ Fly
Sound design is another major part of the experience.
Radial Drift features 20 original EDM trance tracks.
These tracks come from a separate creative project of mine: an AI-driven DJ persona called DJ Fly (FL-AI).
The music ties the game into a broader creative universe that includes released tracks and a YouTube presence.
Each level is paired with a different track, reinforcing the energy and rhythm of the gameplay.
A Fully Polished Arcade Experience
By the time the game reached completion, it included:
- an original gameplay mechanic
- a diverse enemy ecosystem
- carefully tuned difficulty progression
- twenty visual themes
- dynamic shader backgrounds
- particle effects and explosions
- a full EDM soundtrack
Every aspect of the game was designed to feel polished and commercial-grade.
Why This Project Matters
Radial Drift represents something I value deeply as a builder.
The ability to start with a rough idea — sometimes literally on a Saturday afternoon — and carry it all the way through to a finished product.
The project demonstrates:
- original interaction design
- rapid prototyping and validation
- systems-level game design
- visual craft and polish
- full product execution
For me, that journey from idea → prototype → polished experience is one of the most satisfying aspects of creating software.
Radial Drift is a small project, but it represents the kind of experimentation and execution that drives all of my work.
Marco van Hylckama Vlieg
Product innovator and creative technologist building AI-native tools, interactive systems, and experimental software.
