A branded game designed and developed for Oda Agency for the client Marat.
It is a vertical runner where you collect products related to Marat and avoid fake products and obstacles. If you reach the target score, you are rewarded with a coupon for the Marat store.
Team size: 2
My Role: Game Designer, Gameplay Programmer
Genre: Vertical runner
Duration: June 2021 – August 2021
Engine: Phaser 3
My role
I have designed the features of the game according to the requirements of the client and I have implemented the game using an existing framework created by other colleagues.
I have collaborated with an artist who has created all the graphics and sound assets.
Game loop






The game is targeted mainly to a hypercasual players, so the game loop is very simple and the core gameplay is very easy to understand.
- Loading screen with Marat branding
- Intro view with instructions
- Collect cool clothing items, avoid “fake ones” and fill your basket with Marat swag.
- Avoid obstacles by moving left and right.
- Reach a certain score to get a coupon.
- Gameplay : vertical runner in a clothing store environment
- Top-down vertical runner with 3 columns and limited time duration.
- The player has to collect as many clothing items as possible by walking on them. Each item increases the score.
- The player has to avoid obstacles and fake items. Obstacles cause game over (you cannot obtain the reward), fake items reduce the score.
- Powerups give extra time.
- Result view: show score and obtain reward if score is high enough
- If the score is above a certain threshold, the player can register to the newsletter to get a coupon.
- If the score is lower, the player is invited to play again.
Win and lose conditions
As described above, the win and lose conditions are very easy to understand. If you collect enough Marat items, you win. If you don’t or if you hit an obstacle, you lose.
To encourage the player to play again and get better, in the Result view I show the best score of the player, so she has an additional goal to pursue. Moreover, it is an internal goal, so in the long term improving your best score can be more rewarding than winning another coupon.
Controls
They are very simple as well.
You can tap on the left and right side of the screen to change column (use left and right keys on desktop). I decided to use tap and not swipe because tap is a much faster input, therefore it is easier for the player to quickly and accurately change column.
You can also swipe upward to increase your speed (hold up arrow on desktop). This feature is designed mainly for the players who want to improve their best score, in fact the speed boost allow you to collect more items, but at the same time the game becomes harder.
Spawner algorithm
All assets are generated randomly to ensure that each game is different.
The spawner algorithm works with different probabilities, but there are also additional rules to ensure that the game is always enjoyable and fair for the player.
I designed the algorithm so that the player can barely reach the target score to support the “almost there” feeling if the player makes a mistake.
Probabilities:
- Obstacle: 49%
- Collectible: 36%
- Fake collectible: 10%
- Powerup: 5%
Every 5 items spawned (these rules can overwrite the above probabilities):
- At least 2 obstacles
- At least 1 collectible
- At most 2 collectibles
- At most 1 fake collectible
- At most 1 powerup
- At most 2 powerups in the whole game