Neon Surge is an endless runner made of light. you sprint to the right through a world that is generated as you reach it, and the only question is how long you last. one thumb does everything: tap to jump, swipe up to dash, swipe down to slide. the run is short, the restart is instant, and the score is the whole point.
how it plays
- you run automatically; you only decide how to move through what is coming.
- tap to jump and double jump, swipe up to dash, swipe down to slide under things.
- clearing hazards, collecting orbs and stringing moves together fills the surge meter.
- when it is full, double tap to trigger surge: a speed boost, double score, and you smash straight through everything for a few seconds.
- touch a hazard while you are not surging and the run ends there.
the idea
most runners make you dodge. this one makes you choose when to stop dodging. the surge meter turns a defensive game into a rhythm: survive, build, spend, survive again. holding the meter a little longer is always tempting and rarely wise.
under the hood
built in Godot with the mobile renderer, on a chunk based level generator that streams the world in ahead of you. every movement value lives in an editable resource rather than in code, so the feel can be tuned without touching the game.
the core loop runs. visuals, hud and biomes come next.
in developmentprivacy
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