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LEVEL 01 · PUBLISHED

LoosyWheels

LoosyWheels: a police car and pedestrians on the seaside road

Your car has a mind of its own. Your job is to not die.

A top-down endless street-dodger for mobile and browser. The car drives itself; you weave through traffic with one thumb.

7 days
BUILD TIME
Solo
TEAM
ROLE
Game designer: level design, systems, economy and tuning
ENGINE
Unity 6 (URP)
DURATION
1 week, solo
PLATFORMS
Browser (itch.io), Telegram Mini App

DESIGN PILLARS

What the game is about

One thumb

Every action reads in half a second and works with a single finger.

Always fair

Any death must be the player's fault, never an impassable road.

Chaos on a leash

Random order, authored content: variety without unfair surprises.

LOOP

Core loop

  1. 1Dodge traffic
  2. 2Chain near-misses
  3. 3Bank coins
  4. 4Buy or upgrade a car
  5. 5Go further
  6. 6Beat the highscore
  7. REPEAT

Taxi fares, a daily word quest and revive offers plug into this loop as side goals.

THE PROBLEM

The challenge

An endless dodger lives or dies on fairness. If the road can ever block every lane, the player dies for something they could not have avoided, and they stop trusting the game. The road also has to feel different every run, or the loop goes stale in minutes.

The second problem was scope. One week, one person, and an endless game needs a lot of content. Hand-placing every stretch of road would never have been enough, and streaming chunks in a random order gives endless variety but cannot guarantee fairness on its own. So I built a system for each chunk that guarantees there is always a small room to overtake and pass the car.

OBJECTIVES

Design breakdown

  1. 1

    Hand-authored chunks, random order

    The road streams from a pool of self-contained chunk prefabs, each a hand-built place (beach, city, country, junction) with its own obstacles. I control every obstacle placement, and the engine only randomises which chunk comes next. Chunks share a standard width at their entry and exit edges so any two connect cleanly.

  2. 2

    Lane-based fairness

    Obstacles snap to four lane centres. Selecting a chunk in the editor draws a red line across any spot where all four lanes are blocked, so an impassable stretch is visible while authoring instead of being found in playtests.

  3. 3

    Controls that adapt to the player

    Tap halves, a floating drag joystick, or device tilt all resolve to one analog steer value, so handling is identical whichever scheme the player prefers. Braking is mapped to the natural gesture of each scheme.

  4. 4

    Layered goals on top of survival

    Distance is the score, near-misses build a combo, and coins fund a garage where cars are bought and upgraded. Car prices are derived from their stats, so the fastest cars cost the most. A taxi side-job, a daily word quest and revive-or-continue options give runs secondary goals.

ACHIEVEMENTS

What I learned

  • Level design for a streaming world: designing pieces that are fair on their own and still work in any order.
  • Building tools for repetitive work. Menu commands to create a chunk, build a standard road, snap objects to lanes and mark obstacles, plus a car-spawner window, turned chunk authoring from a chore into a fast loop.
  • Shipping is a design skill. Cutting scope, tuning onboarding, and getting a build running in the browser taught me as much as the mechanics.

MEDIA

Screens and video

A junction: cross traffic and a lane-blocking truck, with one lane always open
A junction: cross traffic and a lane-blocking truck, with one lane always open
A bridge chunk with a coin trail and a x2 near-miss combo
A bridge chunk with a coin trail and a x2 near-miss combo
Start screen: store, garage, ranks, how to play and the daily quest
Start screen: store, garage, ranks, how to play and the daily quest
First run: the player picks a steering scheme
First run: the player picks a steering scheme
Garage: stats per car, coin price, upgrades after purchase
Garage: stats per car, coin price, upgrades after purchase
Crash screen: score, new record, revive for coins
Crash screen: score, new record, revive for coins
NEXT LEVELTrashland Survivors

Let's design something fun.

Yerevan, Armenia · Available immediately

hey@alishi.me