Pulse Pursuit is a high-speed sci-fi runner designed to keep players in a constant state of flow—a balance between challenge and skill that keeps them fully engaged. The game pushes players forward with relentless pacing, intense obstacles, and a looming death wall that ensures there’s never a dull moment.
However, non-stop action can lead to fatigue, which is why Pulse Pursuit integrates short puzzle sections between its high-intensity corridors. These safe zones act as brief but meaningful pauses, keeping players in the flow state by shifting the challenge from fast reflexes to problem-solving. The puzzles are designed to be quick but engaging, ensuring players stay immersed without breaking the game’s overall momentum.
By alternating between high-speed action and strategic problem-solving, Pulse Pursuit keeps players fully engaged, creating a thrilling gameplay loop that always pushes forward without feeling overwhelming.
To streamline level design workflows, I set up all the logic within the target blueprint class. The target acts as a trigger to disable various types of traps. To make it easier for level designers, I created array variables for different trap types. This way, they can simply select which traps should be disabled in the editor without needing to modify any code.