Vira Games · Puzzle · 2023
One hero, a dead phone, and a different way to control it on every single level.


The phone is out of battery and every level is about getting it to a socket. What changes each time is the game itself: the rules of control are rewritten level after level.
Prototyping
Each level runs on its own mechanic rather than a harder version of the last one.
Draw a trajectory by dragging and time the run through a moving obstacle. Do it again with vertical obstacles and a flip. Swipe through a maze. Tap to hop the phone forward without landing flat, the way a bottle flip works. Hit the green window of a sweeping timing bar. Clear a path across a desk by swiping objects away in the right order. Slide cushions under a phone that is already bouncing.
The interesting part of this project was not any one of those. It was building that many distinct control schemes, each with its own feel, inside one small game — and doing it by composition. Every level runs the same phone prefab with a different set of components bolted on, so a mechanic like trajectory drawing is a part, not a rewrite.
I built this one end to end — gameplay, menus, progression, shop, skins, tutorial, ads and store builds. These are the parts worth naming.