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

Built With

Share this project:

Updates