The game was developed using Godot 4, an open source game engine known for its flexibility and ease of use, providing a large set of tools and out-of-the-box solutions that allowed for fast development. Since Apple has high restrictions for mobile development, we decided to port the game to Android only. To ensure that the game can be played seamlessly in both landscape and portrait orientation, we opted for simple, mostly geometric visuals. This minimizes the differences in perceived gameplay between the two orientations.

The game itself is an "endless runner" where the player controls a character that moves along a single axis (y-axis in landscape mode, x-axis in portrait mode). Obstacles enter the screen (from the right in landscape mode, from the top in portrait mode) and move toward the player until they reach the other side of the screen or are destroyed. The player can score points by bouncing off the sides of obstacles until the obstacles' hit points are depleted, but hitting obstacles head-on or touching the damage areas on their sides will reduce the player's hit points. Powerups are available to help the player, such as replenishing some hit points.



User testing



Experiment


We found that the choice of input mode significantly affects player performance. Specifically, the slider input mode led to lower performance compared to the button mode, suggesting that buttons are easier or more intuitive to use. Contrary to expectations, screen orientation did not significantly impact player performance or satisfaction, differing from other studies that found orientation effects. This may be due to the game's design minimizing orientation differences. Player satisfaction was consistently high across all conditions, indicating enjoyment. Neither input mode nor screen orientation significantly impacted user experience, suggesting that game design and gameplay have a greater influence on overall satisfaction, aligning with previous research on flow and immersion.