KINGJECTS

A fast-paced obstacle-dodging game where you race against time as the character King.

Role

Backend Developer & UX/UI Designer

timeline

November 2024 – January 2025

Overview: Bringing Medieval Adventure to Endless Running

Overview: Bringing Medieval Adventure to Endless Running

Kingjects is a fast-paced obstacle-dodging game inspired by the thrill of Temple Run, reimagined with a medieval twist. Players race as a brave knight, dodging traps, collecting coins, and sprinting through dungeons to survive as long as possible.

This project was built as a creative collaboration with friends who loved endless runner games but wanted to see the concept in a new light. My role was to design both the UX/UI gameplay flow and contribute to the development in Unity, ensuring the experience felt engaging, rewarding, and visually immersive.

The Challenge: Making Old-School Fun Feel Fresh


Most endless runner games look and feel similar, which created a clear challenge for Kingjects.


The goal was to take a familiar mechanic — swiping to dodge, jump, and slide — and make it feel exciting again. At the same time, the design needed to integrate a medieval theme without losing clarity or speed. Finally, the game had to strike the right balance in difficulty, keeping players challenged while still motivated to try again.

Research: Exploring Endless Runner Patterns


To understand how to design Kingjects, I looked at popular endless runner games like Temple Run, Subway Surfers, and other titles in the genre. By analyzing their strengths and weaknesses, I discovered what keeps players engaged and what creates frustration.
This research highlighted the importance of simple controls, rewarding progression, and a unique theme to stand out in a crowded mark

et.

Insights: What I Learned


From the research phase, I uncovered several key insights that shaped the game concept:


  • Players wanted familiar mechanics – Endless runner gameplay (like Temple Run) felt instantly understandable and fun, lowering the learning curve.


  • Theme matters for immersion – My friends were excited about the medieval knight idea, as it made the game feel unique compared to typical modern settings.


  • Challenge keeps engagement – Players highlighted that increasing speed, more obstacles, and rewards (like boosts) were essential for replayability.


  • Accessibility is key – Simpler controls (left, right, boost) were preferred, making the game easy to pick up and play without tutorials.


These insights confirmed that combining a simple runner mechanic with a fresh medieval theme could create a fun and engaging experience, while also leaving room for future features and complexity.

Ideation: From Sketches to Gameplay Flow


Using quick sketches and Crazy 8’s, I mapped out:

  • Different obstacle ideas (rolling boulders, spike traps, collapsing floors).


  • UI placements for score, coins, and lives that don’t distract from gameplay.


  • Possible themes for environments: dungeon, castle courtyard, forest path.


These sketches later became wireframes for the game flow, defining how players interact with the world step by step.

Lo-Fi Wireframes: Testing Core Gameplay

Lo-Fi Wireframes: Testing Core Gameplay


To explore the core mechanics, I created a low-fidelity wireframe focusing on movement, obstacles, and rewards.

The goal was to quickly test how players would interact with the game loop before investing in visuals.

Key elements in the wireframe:

  • Movement controls (left, right, forward, boost) to simulate player input.

  • Obstacles blocking the path, forcing players to react.

  • Boost power-ups designed to add excitement and variety.

  • HUD elements like timer and score counter to give real-time feedback.

This lo-fi stage allowed me to validate the basic game flow — showing that the endless runner concept worked with a knight-theme and helped identify improvements early on.

High-Fidelity Wireframes: Core Gameplay


To bring the Kingjects concept to life, I designed high-fidelity wireframes that reflect the game’s medieval theme and fast-paced runner mechanics.

Using the Bangers font, a bold color palette (#F4C152, #D3CFCC, #2A2A44), and a clear visual hierarchy, the design balances immersion and playability.

  • The HUD shows time and score clearly at the top corners.

  • The character (King) runs along a three-lane path, avoiding medieval-inspired obstacles.

  • Boost items (apples) and point items (golden rings) create variety and keep players engaged.

These hi-fi screens show how the game evolves from simple wireframes into a polished and thematic experience, making the runner genre feel fresh while staying intuitive and familiar.

User Testing & Iteration

High-Fidelity Wireframes: Core Gameplay


To refine the Kingjects experience, I playtested the game with friends who enjoy endless runners like Temple Run and Subway Surfers. The goal was to see if the core gameplay loop — running, dodging obstacles, and collecting items — felt smooth, intuitive, and fun.

Key insights from testing:

  • Speed balance mattered — some players felt the pace was too slow at first, while others wanted an even faster challenge.

  • Theme added immersion — the medieval knight setting was praised for making the game stand out compared to typical modern runners.

  • Rewards motivated replay — boost items and points kept players engaged, but testers suggested more variety in items.

  • Controls needed clarity — simple left, right, and boost worked well, but some wanted visual cues for when to use them.

Iterations applied:

  • Adjusted the speed curve, starting slightly slower and scaling up faster for better engagement.

  • Refined the visual hierarchy so players notice obstacles and items earlier.

  • Added clearer UI feedback (score pop-ups, item highlights) to make actions feel more rewarding.

These iterations ensured Kingjects felt not only playable and fun, but also distinctive with its knight-themed twist on a classic runner formula.


To bring the Kingjects concept to life, I designed high-fidelity wireframes that reflect the game’s medieval theme and fast-paced runner mechanics.

Using the Bangers font, a bold color palette (#F4C152, #D3CFCC, #2A2A44), and a clear visual hierarchy, the design balances immersion and playability.

  • The HUD shows time and score clearly at the top corners.

  • The character (King) runs along a three-lane path, avoiding medieval-inspired obstacles.

  • Boost items (apples) and point items (golden rings) create variety and keep players engaged.

These hi-fi screens show how the game evolves from simple wireframes into a polished and thematic experience, making the runner genre feel fresh while staying intuitive and familiar.


To refine the Kingjects experience, I playtested the game with friends who enjoy endless runners like Temple Run and Subway Surfers. The goal was to see if the core gameplay loop — running, dodging obstacles, and collecting items — felt smooth, intuitive, and fun.

Key insights from testing:

  • Speed balance mattered — some players felt the pace was too slow at first, while others wanted an even faster challenge.

  • Theme added immersion — the medieval knight setting was praised for making the game stand out compared to typical modern runners.

  • Rewards motivated replay — boost items and points kept players engaged, but testers suggested more variety in items.

  • Controls needed clarity — simple left, right, and boost worked well, but some wanted visual cues for when to use them.

Iterations applied:

  • Adjusted the speed curve, starting slightly slower and scaling up faster for better engagement.

  • Refined the visual hierarchy so players notice obstacles and items earlier.

  • Added clearer UI feedback (score pop-ups, item highlights) to make actions feel more rewarding.

These iterations ensured Kingjects felt not only playable and fun, but also distinctive with its knight-themed twist on a classic runner formula.


To refine the Kingjects experience, I playtested the game with friends who enjoy endless runners like Temple Run and Subway Surfers. The goal was to see if the core gameplay loop — running, dodging obstacles, and collecting items — felt smooth, intuitive, and fun.

Key insights from testing:

  • Speed balance mattered — some players felt the pace was too slow at first, while others wanted an even faster challenge.

  • Theme added immersion — the medieval knight setting was praised for making the game stand out compared to typical modern runners.

  • Rewards motivated replay — boost items and points kept players engaged, but testers suggested more variety in items.

  • Controls needed clarity — simple left, right, and boost worked well, but some wanted visual cues for when to use them.

Iterations applied:

  • Adjusted the speed curve, starting slightly slower and scaling up faster for better engagement.

  • Refined the visual hierarchy so players notice obstacles and items earlier.

  • Added clearer UI feedback (score pop-ups, item highlights) to make actions feel more rewarding.

These iterations ensured Kingjects felt not only playable and fun, but also distinctive with its knight-themed twist on a classic runner formula.

Final Outcome & Reflection


The final version of Kingjects successfully combined the fast-paced thrill of endless runners with a unique medieval knight theme. Players responded positively to the mix of familiar mechanics and fresh storytelling, highlighting how the knight character, obstacles, and rewards created an immersive experience.

Through this project, I learned the importance of iterating on player feedback, balancing speed, clarity, and challenge to keep gameplay both fun and engaging. I also gained valuable insight into how thematic design choices — such as character identity, environment, and item rewards — can elevate a simple mechanic into something memorable.

If I were to take the game further, I would explore adding more item variety, expanding level design complexity, and introducing progression systems (such as upgrades or achievements) to keep long-term engagement high.

This project not only improved my technical and design skills but also showed me how user-centered iteration can transform a simple idea into a game that feels rewarding and unique.

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