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

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