Jam Rush is a basket ball-themed game in 2D pixel art on smartphone based on flipper games. The player shoots hoops in different cities in the world and completes challenges increasing in difficulties.
Mechanic
The levels are closed scenes confined into the ratio of the screen. Hoops are floating and/or moving around on either a random pattern or a predefined one with only the speed changing with each level. A countdown appears on the top of the screen.
Each hoops spawned on a level can:
Be static, in a upright position, turned to the left or right
Move in 4 direction, to the right, left, up or down
Rotate to the left or to the right
Each moving or rotating hoop can vary in speed
Player has a base time of 60 seconds to score the maximum of points and complete challenges.
To pick up the ball and score the player holds, slides left or right and release the ball with its finger in the direction of a hoop
Sliding left and right on the deadzone allows the player to move the ball to that direction.
Sliding left and right on the play area will initiate a dash from the ball allowing it to move quickly in the X axis toward the direction of the slide the Y axis is locked until the end of the dash. There are 2 types of dash, the short dash and the long dash, depending on the distance of the slide.
The player has a limited amount of dash, visible on it’s dash bar. The short dash will consume less. The dash amount will come back to full gradually over time after being used.
Sliding down on the player area will initiate a Dunk, the ball moves on the Y axis only in a downward direction x axis is locked to the current position until the hoop is scored or the ball bounces off anything or touches the ground. If the dunk is successful, the player scores more points followed by a visual feedback “DUNK’D”, if the dunk is missed (rebound or the ball passes close to a hoop) a “MISSED” message appears. By default, Only one dunk is available per launch
The ball onces launched follows a curved trajectory defined by the strength of the finger sliding.
Scoring in a hoop gets you points depending on the types of hoops: LOW, MIDDLE, HIGH
The ball shot bounces on the sides of the screen
Each level comes with 3 challenges to complete.
Some levels are accessible after the player has completed a certain amount of challenges.
If a ball passes under the hoop, no score is registered and the hoop is locked to avoid the ball falling back and scoring.
The game is over when the countdown reaches 0.
Items will spawn in the level and used when tapped
The level has a sun or a moon depending on the daytime, that reacts to the player shots: missed shot, successful shot,swish
If the player makes a new high score and loses (timer = 0) he’s offered the possibility to continue playing after watching an ad.
Last action happens when the player picks the ball on the last second before end time. The time stops and the player is allowed a last shot before the game is over.
When a challenge is completed and the level is replayed, the challenge gauge/icon of that specific challenge doesn’t appear anymore.
The device vibrates when the player scoresGameplay
To move from one level to another, the player must complete challenges, 3 per level, some level requires having completed more challenges than another to gain access. The number of hoops to be scored per level will increase, their position, rotation and direction of movement will also vary increasing the difficulty. Certain items will be available depending on the performance of the player.









