PRISM: DESCENT



A prismatic, scroll-driven game design showcase for a low-pressure cinematic auto-runner.
PRISM: DESCENT presents a concept game design document for a 3D cinematic auto-runner built around flow rather than punishment. The page explains how one-thumb gestures would steer, jump, bend gravity, and trigger a short slow-motion Bloom. It then documents five geometry-driven obstacle concepts, a five-act descent through distinct palettes and motifs, a proposed 50-level structure, responsive audio and haptics, cinematic camera behavior, cosmetic progression, and an interruption-free monetization model. This website is a polished presentation of the proposed game rather than a playable implementation of its levels.
Highlights
Four Design Pillars
Flow, spectacle, touch, ethics
Five Obstacles
Geometry-led level concepts
Five-Act Descent
50 proposed themed levels
Tactile Direction
Audio, haptics, camera cues
How to Use
Start with the design pillars
Read the opening statement and the four pillar cards to understand the intended player experience: forgiving flow, cinematic presentation, tactile feedback, and player-first monetization.
Review controls and obstacles
Use the top navigation to jump to the obstacle section, then scroll through the four proposed touch gestures and five geometry-based obstacle concepts to see how movement and spectacle are intended to work together.
Follow the planned descent
Open the descent section to compare the five acts, their color palettes, and their geometry motifs, then continue through the audio, haptic, camera, progression, and monetization notes.
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