
On this page
Alto Adventure
I was
Shoot, brawl, climb, explore
Spoiler
Shooting was added very late in production (that is unbelievable). They had an auto-aim, showed off Drake beating enemies with items.
The game is a love letter to graphic design. It feels like an ode to legacies of Harry Beck's London Tube map and Massimo Vignelli’s New York City Subway map.
Sound design was codeveloped with Disasterpeace.
The procedurally generated sound FX form the abstract music that feels chill while you’re doing okay, but unnerving when peeps (passengers) start to overcrowd.
Overall, I would say that even if the game didn’t have all the texts and translations, the graphic design, animation and player’s real life experiences with the signage would do keep it accessible.
Inspired by
Mini Metro
YBdesigning is a personal blog and guide into game design by Yelnar Bolatov, classical web & app UI/UX designer
Social
Bluesky
YouTube
Patreon
More
References
Top patrons
Changelog
About project

Mechanics overview
Camera
World
Time
Movement
Combat
Interact with objects
Play a Role
Management
Relax - Watch Cinematics
Relax - Vibe Check
Foundations overview
Vision
Genre
Accessibility
Difficulty
Adaptive design
Game Size
Game Feel
Aesthetics overview
Theme
Mood
Game feel
Physics
Visual style
Sound
User Interface
UI overview
Typography
Colors
Structure overview
Progression for
Story
Levels
Skill
Abilities, resources
Progression order
Linear
Open World
Branching
Home
Get Started
Foundations
Mechanics
Structure
Aesthetics
Cases
Blog

I was
Shoot, brawl, climb, explore
Spoiler
Shooting was added very late in production (that is unbelievable). They had an auto-aim, showed off Drake beating enemies with items.
The game is a love letter to graphic design. It feels like an ode to legacies of Harry Beck's London Tube map and Massimo Vignelli’s New York City Subway map.
Sound design was codeveloped with Disasterpeace.
The procedurally generated sound FX form the abstract music that feels chill while you’re doing okay, but unnerving when peeps (passengers) start to overcrowd.
Overall, I would say that even if the game didn’t have all the texts and translations, the graphic design, animation and player’s real life experiences with the signage would do keep it accessible.
Inspired by
Mini Metro
On this page
Alto Adventure
YBdesigning is a personal blog and guide into game design by Yelnar Bolatov, classical web & app UI/UX designer
Social
Bluesky
YouTube
Patreon
More
References
Top patrons
Changelog
About project