🚀 About the Project

Don’t Look Down is a fast-paced 3D platform runner game inspired by classic obstacle-based shows like Takeshi’s Castle, blended with modern mobile gaming mechanics. The core objective is simple but intense: jump across floating platforms, dodge obstacles, and reach the finish as quickly as possible—without falling.

The game records the total time taken to complete the level, encouraging players to replay, improve their timing, and master movement precision. One wrong jump, one moment of hesitation, and gravity takes over.


💡 Inspiration

The inspiration came from watching high-stakes obstacle games where players must rely on instinct, balance, and speed. Growing up, shows like Takeshi’s Castle were iconic in India—full of suspense, humor, and unexpected falls.

I wanted to recreate that same feeling in a mobile-friendly 3D platform runner, where:

  • Every jump feels risky
  • Time pressure increases excitement
  • Failure is instant, but retry is addictive

The idea was to build a game that’s easy to understand, hard to master, and perfect for short, intense play sessions.


🛠️ How I Built the Project

The game was developed using Snap Games tools, focusing on smooth controls and immersive 3D gameplay:

  • Character Controller
    Handles player movement, jumping mechanics, and collision detection across platforms.

  • Camera Controller
    A dynamic third-person camera that follows the character smoothly, giving a clear view of upcoming obstacles while maintaining tension from the height.

  • Bitmoji Integration
    The player character is represented using Bitmoji-style avatars, making the experience more personal and instantly relatable.

  • Game Logic & Timer System
    A countdown-based timer records the completion time using: [ \text{Completion Time} = t_{\text{finish}} - t_{\text{start}} ] This time is displayed at the end of the level and motivates players to replay and improve.

  • Level Design
    Platforms are intentionally spaced to test:

    • Jump accuracy
    • Movement timing
    • Player patience under pressure

📚 What I Learned

Working on Don’t Look Down helped me learn:

  • Designing intuitive yet challenging platforming mechanics
  • Balancing difficulty so the game feels fair but unforgiving
  • Using camera angles to increase tension without frustrating the player
  • Optimizing controls for mobile-first gameplay
  • Creating replay value through time-based scoring

I also gained hands-on experience integrating Snap’s game features into a complete, playable experience.


⚠️ Challenges Faced

  • Precise Jump Physics
    Making jumps feel responsive without being too easy was tricky. Small physics tweaks made a big difference.

  • Camera Balance
    Too much camera movement caused confusion, while too little reduced immersion. Finding the right balance took multiple iterations.

  • Difficulty Tuning
    Platforms had to be challenging but not punishing. The goal was excitement—not frustration.

  • Performance Optimization
    Ensuring smooth gameplay on mobile devices while rendering 3D environments required careful optimization.


🌟 Final Thoughts

Don’t Look Down is designed to be simple, intense, and replayable. It captures the thrill of classic obstacle games while delivering a modern, fast-paced experience tailored for Snap Games.

Jump fast, trust your instincts—and whatever you do… don’t look down.

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