
Blue Spray Project
Blue Spray Project (working title) is a mobile platformer currently in development, designed around one-handed gameplay.
The project explores how classic platforming mechanics can be adapted to vertical mobile play, combining simple controls with deeper exploration, environmental interaction and progression systems.
I am leading all aspects of the project, including game design, level design, art direction, animation and visual development.
The game is built around a single-input control system, where the player interacts using only one touch. Rather than limiting the experience, this constraint drives more intentional level design, where timing, positioning and anticipation become the core of the gameplay.
Unlike traditional auto-runners, players are given limited control over direction through specific in-game elements, allowing for more agency, exploration and decision-making within each level.
Core Concept
Level Design Philosophy
Level design is the core pillar of the experience.
Rather than functioning as a single continuous “ride”, each level is built as a network of interconnected paths. Players are constantly presented with choices, creating a sense of agency that is uncommon in traditional auto-runner structures.
These branching routes are not only about exploration, but also about strategy. Choosing a path can impact score potential, combo opportunities and access to rare encounters.
In some cases, even reaching a desired path requires planning ahead. Direction-changing elements introduce a light puzzle layer, where players must read the level, anticipate outcomes and use the environment to access alternative routes.
Guidance is handled primarily through level structure and visual cues. Item trails, enemy placement and environmental composition subtly suggest optimal paths, while still leaving space for experimentation and discovery.
Each level is designed with multiple layers of engagement:
a safe path for progression, riskier routes for higher rewards and hidden paths that encourage replayability and mastery.
Gameplay Design
The core gameplay focuses on flow, timing and chaining actions. Players defeat enemies, collect items and navigate obstacles while maintaining momentum.
A combo system rewards consecutive actions, encouraging skilled play and higher scores. Instead of treating levels as linear sequences, the game introduces branching paths and alternative routes that players must actively choose between.
Each run becomes less about simply reacting and more about making continuous decisions that shape the outcome of the playthrough.
Progression & Systyems
The game includes progression systems inspired by other mobile titles, such as Cookie Run Ovenbreak, with unlockable content, upgrades and customization options.
Players can improve their performance and scoring potential over time, while exploration unlocks access to rare enemies, hidden routes and additional rewards.
The experience is designed to support both short sessions and long-term engagement, encouraging players to revisit levels with new strategies and goals.




World & Theme
The game takes place in a haunted mansion, where the player uses a magical blue spray potion to cleanse spirits and supernatural entities.
Enemy design plays a key role in the experience, featuring a variety of ghost types with distinct behaviors. The project also explores enemy progression systems, where defeating specific enemy types unlocks upgrades and increases their score value.
Visually, the game uses pixel art, with character design influenced by stylized, sprite-based aesthetics from classic titles, such as Yoshi's Island and sprites from Paper Mario characters.
Development Status
The project is currently in development, with core gameplay systems already implemented, including movement, combat interactions, scoring and basic UI.
Additional systems such as progression menus and upgrades are fully designed and prototyped and are planned for future implementation.



















