Collect rings and restore power to a weakened sun
Play on itch.ioWhy I made it
I wanted to get into game development, so I set myself a goal: make a short playable demo of an idea I'd had for about a year, a Windows XP landscape surfing and collecting game. The movement is inspired by how much I love playing Apex Legends, specifically that flow of moving through the Olympus map. The collection gameplay is inspired by Katamari, a very simple mechanic done extremely well so it just feels good. Most of the inspiration for the 90s-inspired 3D CGI aesthetic comes from mogdog's Nubby's Number Factory, and the actual process, making a very short demo then validating whether people like it, also comes from mogdog's approach with Nubby's. The entire demo was built 100% with AI. I didn't write a single line of code. A lot of the 3D assets were self-built though.
The game
A 5-minute surfing demo. Hold space and strafe to surf across Frutiger Aero meadows, collect rings to unlock perks, and see how much you can gather before time runs out. Each run ends with a grade from F to S+ based on your collection. Hold space on slopes to surf, strafe to steer, chain hills to build momentum. Unlock perks at milestone thresholds (100, 250, 500+ rings). Each perk changes how you move and collect, creating satisfying exponential progression.
Perks
Collect enough rings to unlock perks that change how you play.
Rings stream toward you with electric blue energy
Accelerate through the world with increased FOV
Press E to create a vortex that pulls all nearby rings to one point
Play the demo
Aerdash I'm soon gonna release the first version on itch.io. I am looking quite forward to finishing this project. And I might honestly keep working on it after I release the first version.
https://gullmarc.itch.io/aerdash

Aerdash Core game loop is basically done. Rings spawn infinitely across the meadow. You collect them until you hit 10k, at which point the sun demands you to give them to him. You can agree (turn them in) or refuse and keep playing. Big things still to do:
- Hands UI (this has been part of the core idea since when i first got the idea)
- Adding a few interactive objects into the map so it doesn't feel boring or empty
- 1-2 more perks
Aerdash Title screen turned out exactly how I wanted it

Aerdash Huge progress today. I am finally building a full game and story around the core.

Aerdash Built a magna doodle UI for the perk menu!

Aerdash Big changes
I have set up the windchime system, it's quite fun to play with, but I hate how the bells look. Instead of a windows xp background, it now looks like a cheap mobile game. I need to fix this, but I have no idea how. I might take some distance from it until I get a good idea on how to fix it.

Aerdash I made some progress on the windchime UI:

Aerdash New core gameplay idea
Different colored windchimes scattered throughout the world, with a spinning windchime UI on which color to collect next. Following the sequence builds combo multipliers, but higher combos have faster expiration timers. This means you can choose relaxed exploration at low multipliers, and pure adrenaline at high combos when you only have 3-4 seconds to find the next color.
Mockup:

Aerdash Just added a perk system, in a similar way that Fallout New Vegas does it! I instantly knew I wanted it in my game as soon as I thought of the idea. I made a prototype of it today and I love it.

Aerdash Finished the new grass, it has slightly less prominent tiling and more shadows.

Aerdash Tiktok was actually a huge success. For a demo that took just 2 hours to build, people were surprisingly positive. I got >700 views, 21 likes, 4 positive comments, on what I consider to be a pretty shit prototype. I think there's something about the open world exploration people like.
Aerdash
Aerdash I'm gonna do a lightweight 1-week expiri to test the core idea of Aerdash. I have 3 main questions that I need to answer:
- Is the core gameplay of bhopping and surfing around in a big, open landscape fun and satisfying?
- Can I get the basic feel and visuals of the game I want?
- Do other people think that the visuals are interesting and that the gameplay is fun?
But before jumping into that, I need to learn basic Unity. I'm gonna use Cursor for coding, I don't need to learn C#.
Once I feel comfortable with Unity, I will do a 1-week expiri, where I build a primitive sandbox that looks and feels somewhat close to what I am envisioning, then validate it with other people, first to friends then maybe release the demo on itch.io or something.
Aerdash Okay there's no excuse as to why I haven't started on this yet. My plan is to do a bunch of expiris, then make a very makeshift prototype, then rebuild with real textures and polished movement.
Expiri
- Quake movement
- Import blender scene into unity
Aerdash New Direction
I’ve changed the direction of the game a bit. I don’t want a combo system anymore. It just didn’t feel like it fits the vibe of the game.
Instead, I want the game to focus fully on movement and exploration. You’re in a massive, procedurally generated beach map. There are rare surreal structures scattered around. There’s no tutorial or UI.
The movement should feel like Quake or Apex, with bunny hopping, surfing, maybe tap-strafing. No speed limit. If you’re good, you can go insanely fast. Water slows you down unless you’re going fast enough to skim across it.
There are no enemies or timers. I still don’t know what kind of friction the game should have, but I want it to be something that makes the movement more interesting, not frustrating.
I’m open to having a skill tree or unlocks. Like in Hollow Knight, I'm thinking you unlock more complex movement techs over time, and you grow into it.
Main goal now is to make a demo where this core idea and movement feels good.
More inspiration
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Aerdash Okay here are some inspirations for the game: I love this tiktok audio, and I think if I learn how to replicate some of these sounds, I can use it as part of the combo sounds. Since this audio is so satisfying and fresh, I think it would make every combo very satisfying if done right.



