Inspiration
I wanted to build a simple but intense game experience that tests a player’s focus and reaction speed in a very short time. The idea of falling stones came from classic arcade survival games, but I wanted to make it more structured and easier to understand instantly — that’s why I designed it with a 3-lane dodging system and a fixed 18-second survival challenge.
My goal was to create a game that feels quick to play, addictive to retry, and rewarding when you successfully survive the timer.
What it does
Stone Fall is a fast-paced survival dodge game where the player must avoid falling stones until the timer reaches 18 seconds.
Stones fall from the top in three different lanes
The player controls a Bitmoji character and switches lanes to dodge obstacles
If the player survives for 18 seconds, it’s a WIN
If any stone touches the player, the game instantly ends with GAME OVER
How we built it
I built Stone Fall by focusing on simple gameplay mechanics and clean game states:
Designed a 3-lane movement system for the player (left / middle / right)
Implemented random stone spawning in lanes to keep gameplay dynamic
Added stone falling motion and optimized object handling
Built a timer system (18 seconds) as the main win condition
Created clear UI feedback: Timer, Win screen, and Game Over screen
Tested multiple timing + spawn variations to balance difficulty
Challenges we ran into
One of the main challenges was balancing difficulty so the game is:
not too easy (boring),
and not too hard (unfair).
Other challenges included:
ensuring stones spawn in a fair pattern across lanes
preventing collisions from feeling inconsistent
keeping movement responsive so the player always feels in control
Accomplishments that we're proud of
Built a complete timer-based survival game loop (start → play → win/lose)
Smooth 3-lane dodge mechanics with responsive controls
Randomized stone falling that makes every run feel different
Clear and satisfying Win/Game Over feedback
What we learned
This project taught me a lot about:
designing simple mechanics that still feel challenging
game-state handling (Win / Lose / Restart)
obstacle spawn logic and balancing difficulty
building a complete playable experience from idea to polished gameplay
What's next for Stone Fall
In the future, I’d like to expand Stone Fall with:
multiple difficulty levels (easy / medium / hard)
increasing speed over time for more tension
new obstacle types (fast stone, breaking stone, etc.)
power-ups like shield or slow motion
leaderboard / high score mode for long-term replay value


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