A casual arcade game where broken contraptions roll down a conveyor belt. Players spot faults, tap to inspect, and complete quick minigames to repair them before they slide off the edge. Starts simple - pump a bike tire, screw in a light bulb - then ramps up with multi-fault machines and faster belt speeds. 10 lives, one lost per unfixed fault.
- Item spawns on the right edge of the conveyor belt
- Belt carries it left at the starting speed
- Faults are visually indicated (sparks, wobble, glow, icon, etc)
- Player taps a fault to open its minigame
- Player completes the minigame to fix that fault
- If all faults on an item are fixed, the item is "repaired" - score awarded, visually changes to be "perfect" and item naturally leaves
- If the item reaches the left edge with unfixed faults, each unfixed fault costs one life
- Next item is already on its way - later in the run, multiple items are on the screen at once
Simple, instantly readable. One item = one fault = one minigame.
- Flat tire bicycle - pump (inflate) minigame
- Unplugged toaster - drag-to-slot (connect) minigame
- Loose bolt on a pipe - spin (tighten) minigame
- Dead lightbulb in a lamp - swipe (replace) minigame
- Switched-off generator - tap (multi) minigame
Items that look more complex but still have one fault. Teaches players to scan entire object.
- Workbench with a broken lamp on it - swipe (replace) minigame
- Control panel with one gauge red - tap (timing) minigame
Multiple faults on one item. Player must fix all before it exits.
- Robot arm
- loose bolt - spin (tighten) minigame
- frayed wire - wire (replace) minigame
- misaligned gear - spin (align) minigame
- Vending machine
- unplugged - drag-to-slot (connect) minigame
- bad wiring - wire (reconnect) minigame
- cracked display - swipe (replace) minigame
Each minigame should be completable in 2-4 seconds and require no tutorial.
| Category | Name | Input | Description |
|---|---|---|---|
| Spin | Tighten | Clockwise circular drag | Rotate finger/mouse in a circle until tightened |
| Spin | Align | Alignment via circular drag | Rotate finger/mouse in a circle until aligned |
| Pump | Inflate | Drag up and down repeatedly | Inflate item via a pumping action |
| Drag-to-slot | Connect | Drag part to highlighted socket | Drag the looser part to the correct socket |
| Swipe | Replace | Swipe the old part away, swipe new part in | Flick out broken part, swipe replacement in |
| Tap | Multi | Tap multiple buttons | Tap multiple buttons on the screen |
| Tap | Timing | Tap at the right time | Tap when the display is correctly shown |
| Wire | Replace | Tap, then drag and connect point A to B | Tap to cut out old piece, then wire in new connection |
| Wire | Reconnect | Drag one or many wires to connect | Connect one to many wires based upon colour/shape |
Start the game with 3-4 minigame types available, then gradually add new types as tiers progress.
| Time | Belt Speed | Items on Screen | Max Faults/Item | Minigame Types Available |
|---|---|---|---|---|
| 0:00-0:45 | Slow | 1 | 1 | 3-4 |
| 0:45-1:30 | Medium | 1-2 | 1 | 5-6 |
| 1:30-3:00 | Fast | 2-3 | 2 | All |
| 3:00+ | Very fast | 3+ | 2-3 | All, shorter minigame windows for some |
Additional pressure: minigame completion windows may shrink in the late game. (Pipe exploding, lightbulb dropping, etc)
| Description | Points |
|---|---|
| Points per fault failed | -80 |
| Points per fault missed | -100 |
| Points per fault fixed | 100 |
| Fault is fixed while the item is still in the right half of the screen | +50 |
| Fixing consecutive faults without a miss multiplies score | 3+ 2x, 5+ 3x, 7+ 4x, 10+ 5x |
| Combo resets on any fault missed | x1 |
| Fixing all faults on a multi-fault item | +50 |
Final score is sent to YouTube Playables.
- Start with 10 lives
- Lose 1 life per unfixed fault
- A 3-fault item sliding off = -3 lives
- No life recovery
- At 0 lives -> game over screen (score, stats, restart, menu)
- Lives displayed as electric icons at top of screen
The layout must adapt to all aspect ratios (Playables requirement)
- Conveyor belt runs horizontally across the the bottom of the screen
- HUD at top: Lives across center
- Minigame overlay pops up over the item when tapped - semi-transparent backdrop, minigame centered, visual indicator of time left in minigame
- Portrait mode: belt is shorter, items might be slightly smaller
- Landscape mode: belt is longer, items might be slightly larger
- No UI elements in screen corners
- All interactions must work on both touch and mouse
- Game state must persist through viewport resize
- Boot - load YouTube Playables SDK data, set up pause/resume handlers
- Preloader - load all assets, call
firstFrameReady(), show loading bar - MainMenu - title screen, play button, high score display, call
gameReady() - Game - actual gameplay: conveyor belt, item spawning, minigames, HUD
- GameOver - final score, high score statistics, play again button,
sendScore(),saveData()
- Clean, simple, cartoonish, slightly industrial
- Bold outlines on items
- Faults CLEARLY indicated: red glow, sparking particles, wobbling animation, indicator icons.
- Conveyor belt has a repeating simple texture that scrolls to show movement
- Simple factory backdrop, not distracting
- Relaxed, upbeat, mechanical/industrial, loopable, extremely light to not get annoying if playing for long periods
- SFX per minigame type: dynamic interactive action sounds
- Fault indicator sound when item arrives with faults, and when a fault is on screen
- Life-lost sound
- Combo sound effect, escalating with multiplier
- Game over sound