Pixel Underwater Tetris-Style Game
Budget: $30 – $250 USD
I want to put a fresh spin on classic falling-block gameplay by setting it deep beneath the sea. The objective is simple: as pieces descend, the player arranges them to construct the foundations of an ever-growing underwater city rendered in charming pixel art.
Scope and core details
• Target platform: PC (Windows build)
• Mode: strictly single-player
• Input: mouse only—left-click to move, right-click (or scroll) to rotate feels most natural to me
Visual direction
Bright, low-resolution sprite work is essential. Think vibrant corals, bubble trails, and tiny submarines passing in the background while the newly built city blocks light up. I will supply a short mood-board once we kick off; everything else—from tiles to simple UI—is part of the commission.
Gameplay expectations
The rules should mirror Tetris at heart, but with subtle twists that reinforce the “city-building” idea (for example, clearing a line could add animated windows or domes to the skyline). Game-over occurs when the stack breaches the water surface. Beyond that, keep things lightweight: no power-ups, no scoring complications—just a clean, addictive loop.
Deliverables
1. Play-ready Windows executable
2. All source code and editable project files (Unity, Godot, or another engine you prefer)
3. Original pixel art assets and layered files
4. Brief read-me explaining build steps and control mapping
Acceptance criteria
• Runs at 60 fps on an average desktop without installation hassles
• Mouse controls feel tight and reliable with no detectable input lag
• All art matches the agreed colour palette and 16-bit style
• Line clears trigger a simple but satisfying city-growth animation
If this sounds like your kind of project, let’s discuss timeline and any questions you might have.
Scope and core details
• Target platform: PC (Windows build)
• Mode: strictly single-player
• Input: mouse only—left-click to move, right-click (or scroll) to rotate feels most natural to me
Visual direction
Bright, low-resolution sprite work is essential. Think vibrant corals, bubble trails, and tiny submarines passing in the background while the newly built city blocks light up. I will supply a short mood-board once we kick off; everything else—from tiles to simple UI—is part of the commission.
Gameplay expectations
The rules should mirror Tetris at heart, but with subtle twists that reinforce the “city-building” idea (for example, clearing a line could add animated windows or domes to the skyline). Game-over occurs when the stack breaches the water surface. Beyond that, keep things lightweight: no power-ups, no scoring complications—just a clean, addictive loop.
Deliverables
1. Play-ready Windows executable
2. All source code and editable project files (Unity, Godot, or another engine you prefer)
3. Original pixel art assets and layered files
4. Brief read-me explaining build steps and control mapping
Acceptance criteria
• Runs at 60 fps on an average desktop without installation hassles
• Mouse controls feel tight and reliable with no detectable input lag
• All art matches the agreed colour palette and 16-bit style
• Line clears trigger a simple but satisfying city-growth animation
If this sounds like your kind of project, let’s discuss timeline and any questions you might have.
Related categories:
Game Design
C# Programming
Animation
Game Development
2D Game Art
Unity
Godot
Pixel Art