Slippery Rush was my first Solo dev game, which I made alone.
I was inspired by both Geometry Dash's Precision & Rhythm and also the classic level design & Mechanics of Mario.
 I wanted to capture that satisfying feeling of sliding, jumping, and stomping through quick, challenging levels filled with enemies, spikes, and coins. 
The game uses simple controls and pixel art visuals to keep things light and accessible while still offering tight, responsive platforming. 
It’s a small project, but one that reflects my love for game design.
Level Design
Tutorial Level
This is the Tutorial Level that introduces the different coins they can collect & also the opposition mechanic, which are the spikes in the game
Level 1
This is Level 1, it introduces enemies that patrol, but players can kill enemies to increase their score the same way Mario does it. By Jumping on their head.
I tried to be as creative with the Level Design as much as possible, by giving 3 different routes to the end point.
The Top Route is the easiest as it's the most spacious & the least number of obstacles.
The Middle Route is the expected Route of the player as it has moderate obstacles & from the Middle Route, players can branch to either the top or bottom.

The Bottom Route is the most difficult Route, with the most amount of obstacles & the most compact Space. However, players will be rewarded with more Coins.

To Spice things up, I added another "Challenge Section" on the top right where players have to jump through spikes to collect coins. But it comes with a huge risk of dying to the Spikes.
Level 2
This is Level 2, it introduces Big Rotating Spikes. This is the final level & to make things more challenging, I limited the number of Hearts they can collect, so they have to be precise in their movements and also more areas that require players to be more Precise in their movements to get coins. Such as jumping to a platform surrounded by Spikes.
Same as the first Level:
The Top Route is the easiest as it's the most spacious & the least number of obstacles, with the least number of coins.
The Middle Route is the expected Route of the player as it has moderate obstacles & a pathway of Coins to guide them to the end.

The Bottom Route is the most difficult Route, with the most amount of obstacles & the most compact Space. However the rewards on the Bottom Route holds the most Value. 

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