Beltrunner: A Game Design Postmortem on Asteroids-Inspired Mechanics
Beltrunner: Game Design Postmortem

I built Beltrunner using Jinks, a lightweight engine, to explore classic arcade design. The game starts like Asteroids but evolves into a timed race through numbered gates. By combining deterministic layouts with stepped difficulty and hidden audio cues, I created a tight experience where time is the only resource and mastery comes from learning the course.
Teach the chassis first, then recontextualise it.