InfinityColor
A downloadable game
๐ฎ Pitch
Run through an endless chromatic world where color is both your life force and your survival.
Collect glowing fragments to paint your monochrome universe, dodge deadly obstacles, and push your speed to the limit. Lose all your colors, and the world fades to white—Game Over.
Every moment triggers explosive feedback: particle bursts on collection, screen shake on impact, freeze-frame hits, and dynamic color transitions across the environment.
The result is a fast-paced, visually stunning endless runner where staying colorful means staying alive.
๐น๏ธ How to Play
Goal: โ Survive as long as possible while collecting color fragments. โ Each fragment fills your color progression (20 fragments = 100%). โ Hit an obstacle = lose 25% of ALL colors instantly. โ Reach 0% color after collecting at least one fragment = Game Over.
Movement: โ Controlled via Unity's Input System (keyboard / gamepad). โ Jump to avoid ground obstacles. โ Slide to duck under barriers. โ Move Left/Right across 3 lanes.
Speed Scaling: โ The world accelerates over time (1 โ 10 speed). โ Above 12 speed, your movements become proportionally faster to keep up.
Interactions: โ Color Fragments = gain color progression + VFX explosion. โ Normal Obstacles = lose 25% color + flash effect + screen shake. โ Tagged Obstacles = instant death.
โจ Core Features
๐ Dynamic Color System
- 8 distinct colors (Blue, Red, Green, Brown, Orange, Yellow, Purple, Cyan).
- All objects start white and gradually transition to their target color as you collect matching fragments.
- Color progression tracked individually per color type (0.0 โ 1.0).
- Lerp-based visual feedback: objects smoothly blend from white to vibrant hues.
๐ฏ Endless Runner Mechanics
- 3-lane grid movement with smooth interpolation.
- Jump system using animation curves for realistic arcs (ascent/descent).
- Slide system with collider reduction to pass under low obstacles.
- Speed scaling adjusts movement duration based on game speed (12+ threshold).
๐งฉ Procedural World Generation
- ChunkGenerator spawns and recycles 5 active chunks dynamically.
- Random chunk selection with prevention of consecutive duplicates.
- Starting chunk always spawns first (easy section).
- FragmentSpawnPoint randomizes 1 of 8 color fragments per spawn point.
- Chunks translate backward at increasing speed for infinite scrolling.
๐พ Smart Game State Machine
- CountdownState โ 3-2-1-GO timer with UI feedback.
- GameState โ Active gameplay with color/speed management.
- GameOverState โ Saves color records, displays UI panel.
๐ฅ Juice & Visual Feedback
- Screen Shake on collisions (random X/Y shake, no Z drift).
- Freeze Frame on impacts (Time.timeScale = 0 for 0.1s).
- Player Flash effect (3 blinks black when hit).
- Particle VFX on fragment collection (8 unique color explosions).
- Explosion VFX on Game Over (smoke burst at player position).
- Dynamic lighting (Directional Light 0.6 intensity, Solid Color skybox).
๐จ Aesthetic Design
- Inspired by "The Unfinished Swan" (white-to-color reveal).
- Clean minimalist visuals with cyan-tinted skybox.
- Smooth color gradients on UI (TextMeshPro alternating per-letter).
- Neon-style fragment glow effects.
๐ UI & Progression
- Live color progress display (updated on fragment collection).
- High score tracking per color (saved persistently).
- Player name input with run counter.
- Stats panel showing max% reached for each color.
- Game Over panel with "Back to Menu" button.
๐งโ๐ป Technical Overview
A detailed breakdown for recruiters:
๐ฎ Gameplay & Interaction
โ Endless runner with 3-lane grid-based movement. โ Jump/Slide mechanics using coroutines + animation curves. โ Trigger-based collision detection (OnTriggerEnter). โ Color fragment system with Dictionary tracking (ColorType โ float progress). โ Speed scaling algorithm (movements adjust dynamically above 12 speed). โ Collider manipulation during slide (CapsuleCollider height/center modification). โ Tag-based obstacle differentiation (normal vs. instant-death).
๐ World Generation & Object Lifecycle
โ Procedural chunk spawning with reuse/recycling (5 active, 2 behind buffer). โ Fragment randomization (8 prefabs per spawn point). โ Chunk position tracking via EndAnchor (detects when behind player). โ Dynamic destruction (old chunks removed, new chunks added ahead). โ Starting chunk guarantee (first chunk always safe/easy). โ Prevent duplicate chunks (10-iteration reroll system).
๐ Audio & Feedback
โ AudioManager singleton with separate music/SFX sources. โ 5 contextual sound effects: Jump, Slide, Die, CatchCrystal, Touch. โ PlayOneShot for overlapping SFX. โ Audio triggered on events: collision, collection, Game Over.
๐ก Visual Systems
โ Color.Lerp transitions (white โ target color based on progress). โ Material color manipulation via Renderer.materials[index]. โ Particle VFX instantiated per color type (8 unique explosions). โ Screen shake using localPosition offsets (X/Y only, no Z). โ Freeze frame using Time.timeScale manipulation. โ Player flash effect (material color blink coroutine). โ TextMeshPro vertex color manipulation (alternating gradient per letter). โ Directional lighting adjustments (0.6-0.7 intensity for soft whites).
๐งฑ Architecture
โ Clean singleton pattern for managers: GameManager, ColorManager, AudioManager, ScreenShake, FreezeFrame. โ State Machine pattern (abstract State class + concrete states). โ Event-driven communication via static GameEventService. โ Separation of concerns: Player, Collision, Color, Chunk, UI, Audio all decoupled. โ Inheritance: ColoredObject, ColorFragment, ChunkManager hierarchy. โ Extensible design: easy to add new colors, obstacles, or chunks. โ OnDestroy cleanup: all singletons reset instance on destruction.
๐ฎ Controls & Physics
โ Unity Input System (InputActionReference for jump/slide/move). โ Coroutine-based movement (smooth Lerp between lane positions). โ Animation curve-driven jump (separate ascent/descent curves). โ Trigger colliders for fragment/obstacle detection. โ Physics-free player movement (manual Transform.position updates).
๐งฉ UI & Flow
โ TextMeshPro for all UI text. โ Scene management (MainMenu โ Level1 + LevelUI additive). โ Save/Load system using JSON (SaveService + SaveData). โ Persistent records per color type (max % reached). โ Player name input with validation. โ Run counter tracking total games played. โ Stats panel with color records display. โ Countdown UI with tick updates (3-2-1-GO). โ Game Over UI with back-to-menu navigation.
๐ Advanced Systems
โ Speed acceleration over time (speedEnviro += 0.1/sec, max 10). โ Movement speed scaling (GetSpeedMultiplier based on 12f threshold). โ Dictionary-based color tracking (ColorType enum โ float progress). โ Multi-dictionary system: ColorDictionary (current), MaxColors (records), targetColors (visuals). โ AllColorsZero check with early-exit flag (_hasCollectedFragments). โ Fragment collection adds 5% per fragment (1/20). โ Obstacle collision removes 25% from all colors simultaneously. โ Game Over prevention (can't die before collecting first fragment).
๐ ๏ธ Tech & Tools
- Unity 2023+ (C#)
- Unity URP (Universal Render Pipeline)
- Input System (InputActionReference)
- TextMeshPro (UI + gradients)
- Coroutines (movement, flashing, delays)
- Animation Curves (jump arcs)
- Particle Systems (VFX explosions)
- State Machine (custom implementation)
- JSON Serialization (save system)
- Singleton Pattern (managers)
- Event System (static Actions)
- Scene Management (Single + Additive modes)
๐ Key Metrics
- 8 color types with independent progression tracking
- 40 fragments to reach 100% per color
- 25% color loss per obstacle hit
- 12 speed threshold for movement scaling
- 5 active chunks with 2-chunk buffer
- 3 lanes for movement variety
- 10 max speed (accelerates from 1)
- 0.5x movement multiplier at max speed (2x faster actions)
| Status | Prototype |
| Author | Gonzygonz |
| Genre | Platformer, Adventure |
| Tags | 3D, Arcade, Endless Runner |
Download
Click download now to get access to the following files:




Leave a comment
Log in with itch.io to leave a comment.