A game imagined by Leo

How Leo built
Raincoat Rampage

One big idea became five maps, five waves, a gear shop, and one enormous square boss.

01 · The first idea

“You’re a person in a green raincoat, because why not?”

Leo started with a character before he had a title: a person in a bright green raincoat. Then he added the action. A new gun arrives every wave, it gets stronger, and little square monsters with eyes keep coming.

He pictured a real beginning and ending too. The player presses Play, chooses a map, survives the waves, faces a boss at the end, and either wins or sees exactly where the adventure ended.

02 · Turn the idea into systems

Every part needed one clear job.

Waves

Five rounds grow from a small group of monsters to King Blox. Each round unlocks a stronger blaster.

Maps

Pet Store, City, Harbor, Zoo, and Rooftop Garden use the same rules but different buildings and pathways.

Coins

Defeated monsters drop coins. The player has to move into danger to collect them before shopping.

Shop

A 15-second break gives just enough time to buy healing, faster boots, armor, or a stronger coin magnet.

Boss

The last wave adds one huge square monster with a crown, a health bar, and a much harder hit.

Scoreboard

After a win or defeat, players can use a nickname to share the score, map, wave, and result.

03 · Make the artwork playable

The game should look like Leo’s idea while you play it.

The glossy green raincoat hero, colorful water blaster, square monsters, gold coins, cyan splashes, and crowned King Blox were designed together as one rainy-night toy world. We turned that artwork into a transparent sprite sheet and used the actual characters in the arena instead of reducing them to placeholder shapes.

04 · The rule that holds it together

Risk turns coins into a choice.

A coin does not jump straight into the score. It lands where the monster fell. That means a player can stay safe, or step closer to the next monster to grab money for the shop. The coin magnet changes that decision, while armor and boots change how brave the player can be.

05 · What we would test next

Play it, notice, change it.

  1. 1Does each new blaster feel stronger right away?
  2. 2Is fifteen seconds enough time to read the shop and make a choice?
  3. 3Which map’s buildings make the most interesting escape routes?
  4. 4Does King Blox feel huge and difficult without feeling impossible?