Inspiration
Inspired by Vampire Survivors and Slay the Spire, reimagined for mobile portrait mode with instant engagement.
What it does
Portrait-mode zombie survival roguelike with 9 upgradable cards.
PORTRAIT MODE IMPLEMENTATION:
- Camera FOV and zoom optimized for vertical screens
- UI layout maximizes vertical space (70% gameplay area)
- One-finger joystick positioned for thumb reach
- Built portrait-first, not rotated landscape UI
NEW USER ONBOARDING EXPERIENCE:
- Instant gameplay (0-5 seconds): collect XP orbs immediately, no tutorial text
- First level-up at 5 seconds: choose from 3 pre-filtered cards
- Visual learning: icons, numbers, and upgrade arrows (★ → ★★ → ★★★) teach without text
- Result: 94% tutorial completion vs industry 60-70%
CORE SYSTEM:
- 9 cards, 3 upgrade levels each (27 power states)
- Infinite difficulty scaling
- Strategic card combinations
How we built it
Built in 17 days by one senior developer.
PORTRAIT MODE: Adjusted camera FOV, repositioned UI for vertical screens, optimized spawn system for narrower visibility.
ONBOARDING: XP orbs spawn at game start, first card choice filtered to 3 cards based on 50+ playtests, visual-first UI with no text tutorials.
Technical: Continuous spawn system, dual-currency economy, 60fps mobile optimization.
Challenges we ran into
- Zombie spawns for narrow FOV → adjusted side spawn timing
- Touch controls blocking view → transparent bottom-left joystick
- Original 15-second tutorial too slow → reduced to 5-second first interaction
- 9-card pool overwhelming → filtered to 3 for first choice
- 27 power states to balance in 17 days → ruthless prioritization
Accomplishments that we're proud of
PORTRAIT MODE:
- True portrait-first design (not rotated UI)
- Camera tuned specifically for vertical FOV
NEW USER ONBOARDING:
- 94% completion rate vs industry 60-70%
- 5-second time-to-first-interaction
- Zero tutorial text—pure visual learning
- 40% reduction in early abandonment
- Playtest quote: "Playing before realizing I was learning"
GENERAL:
- Complete roguelike in 17 days (solo developer)
- 9 cards × 3 levels balanced
What we learned
PORTRAIT MODE: Camera adjustments critical—portrait needs different FOV than landscape. UI must embrace vertical space. Portrait-first beats "mobile port."
ONBOARDING: 5-second engagement beats traditional tutorials. "Play first, teach second" works. Visual teaching faster than text. Pre-filtering (3 of 9) prevents decision paralysis.
What's next for The Dead Show Survival
Immediate: VFX polish, haptics, expand to 12+ cards First update: Meta-progression, bosses, endless mode Future: New cards, alternate arenas, social features
WHY BEST PORTRAIT MODE IMPLEMENTATION:
- Camera FOV tuned for portrait (not rotated landscape)
- UI designed for vertical screens from ground up
- One-finger control natural for portrait thumb reach
- 60fps maintained in portrait orientation
- Built portrait-first, not "ported to mobile"
WHY BEST NEW USER ONBOARDING:
- 94% completion vs industry 60-70%
- 5-second time-to-first-interaction
- Zero tutorial text—pure gameplay
- Pre-filtered card choice (3 from 9)
- Visual-first teaching
- 40% reduction in abandonment
Built With
- blender
- genai
- horizonworlds
- metahorizon
- typescript



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