Leonardo Squarizzi

Orbit Ball

Arcade · Casual · 2D · Mobile

A minimalist mobile game created as a design experiment focused on accessibility and simplicity.

Project Snapshot

  • Developer: Talking Capybara [Solo Dev]
  • Engine: Unity
  • Time on project: 2 months
Project Highlights

Level Design & Difficulty Tuning

Game Design · Level Design · Mechanics

🟨 Context

Orbit Ball is a minimalist mobile game created as a design experiment.

The goal was to show that a game can be fully playable with one hand, accessible to colorblind players, and be really hard.

By limiting visual noise and mechanical complexity, the project demonstrates how accessibility can coexist with hard games.

It was used as a practical case study in Talking Capybara presentations.

Prototyping & Study Case

Game Design · Game Developer · UX · Accessibility

🟥 The problem

With a single-input control scheme and a monochromatic visual system, every design decision had to balance clarity and challenge.

The game needed to remain readable and accessible without becoming easier or losing depth.

🟨 What I did

  • Designed all levels with progressive difficulty curves
  • Tuned spatial layouts to support one hand control
  • Balanced obstacle density and movement speed
  • Adjusted visuals and spacing to ensure clarity

🟩 Result

  • Clear level readability despite limited visual palette
  • Consistent difficulty progression across stages
  • Accessible control scheme without compromising challenge
Save The Boat - GDD
Game images
Save The Boat - GDD
Save The Boat - Difficulty
Save The Boat - Playtesting