The Original Design of Voidrunner
Original
·1 min read
Initial idea
When I first started thinking about how to design Voidrunner, the first idea that came to my mind was speed.
Speed is a core mechanic throughout the game. Players need to build up enough speed to defeat enemies, overcome obstacles, and complete certain parts of a level.
Core gameplay
When the player reaches a high enough speed, they can defeat certain enemies by crashing into them. Some parts of a level also require the player to build up enough speed to jump across large gaps.
Current ideas
- Taking damage increases the player’s speed.
- Each level may contain areas that require the player to reach a certain speed to progress.
Inspiration
- Legbreaker: triggering a special ability by taking damage
- Celeste: momentum-based movement
- Portal: using external forces and momentum to travel through levels
- Leap Year: discovering hidden movement abilities through trial and error.
Question
- How can I design each level around the speed mechanic?
Next Step
Create a basic prototype.
The Original Design of Voidrunner
©
2026
by
s10nfault
is licensed under
CC BY-NC 4.0