← All projects

Prototype snapshot · January 2023

Swingy Spider

A fast 2D survival game where every movement begins with a web: swing between anchor points, collect flies, and avoid lethal enemy bugs for as long as possible.

Swingy Spider title screen showing the spider suspended from a web among flies and enemy bugs.
Role
Solo Developer
Format
72-hour game jam
Technology
Unity · C#
Platform
Windows

Overview

Movement without a floor

Swingy Spider was built for Mini Jam 123, which paired the theme “Web” with the required limitation “There is no ground.” I treated the limitation as the foundation of the controls: the player cannot rely on ordinary walking or platforming and must instead travel by firing and holding web strands.

The objective is intentionally immediate—collect as many flies as possible while navigating around hostile bugs. That simple goal kept the project achievable within the jam while giving the swinging mechanic a clear purpose.

Gameplay loop

Swing, collect, survive

The prototype combines momentum-based movement with quick decisions about safe routes and nearby targets.

01

Attach a web

Choose an anchor point and fire a thread to begin moving through open space.

02

Control momentum

Hold and release at the right time to redirect the spider through the arena.

03

Collect flies

Route each swing toward flies to increase the run’s score.

04

Avoid enemy bugs

Read approaching threats and change course before contact ends the attempt.

Swingy Spider gameplay showing the player moving through flies, blocks, and enemy bugs.
The arena keeps the player airborne while flies, obstacles, and moving threats compete for attention.

What I built

A focused physics prototype

  • Web-based movementA mouse-controlled attachment system that turns anchor selection and release timing into the primary controls.
  • Airborne survival loopA scoring objective, lives, environmental blocks, and enemy bugs create risk without adding traditional ground movement.
  • Complete jam buildA title screen, readable controls, game states, and downloadable Windows release completed within the deadline.

Takeaway

Designing from a constraint

This project reinforced how a strong limitation can produce the game’s identity rather than merely restrict it. By making the lack of ground central to movement, the jam prompt shaped the controls, level space, hazards, and scoring loop at the same time.

It also gave me practical experience tuning physics-driven controls under a short deadline, where small adjustments to responsiveness and momentum have an immediate effect on difficulty and player confidence.