Moon Rush
Moon Rush / 2014–2015
one simple rule.
a challenge that speeds up.
matching moons of the same color seems simple — until the speed starts increasing.
personal project
Unity · mobile
the mission
I developed moon rush to bring interface design, game design, and programming together in an original mobile game. inspired by the blood moon, I started with a simple rule and built an experience centered on reflexes and beating your own score.
how to play
players match moons of the same color to score points. a collision between different colors ends the game. falling speed increases over time, demanding faster reactions.
01
learn quickly. try again.
one visual rule guides the entire experience.
entering the world of moon rush.
the rule explained visually.
match moons of the same color.
colors and speed demand attention.
behind the play
the challenge grows without changing the rule.
I increased difficulty through speed while preserving the color-matching rule. the challenge grows without new instructions. a top-ten ranking and score sharing encouraged players to compare results and try again.
02
the challenge continues.
the game ends; the desire to beat your score remains.
a new match during the game.
the result and an invitation to play again.
what this experience taught me
moon rush reached 250 downloads in its first week and became part of the portfolio I presented when joining senai. I designed, programmed, and published the game. it is now offline because it has not been updated.
from idea to game
original game design, interface, and programming.
developed in unity.
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