Documentation
USER GUIDE
Rolling Mayhem - User Guide
<p align="center"> <img src="images/screenshot-title.png" alt="Rolling Mayhem" width="700"/> </p>
Table of Contents
Getting Started
You have 3 lives per level. Falling off the edge or into water costs a life and respawns you at your last checkpoint.
<p align="center"> <img src="images/screenshot-gameplay.png" alt="Gameplay" width="700"/> </p>
Controls
| Input | Action |
|---|---|
| W / Up Arrow | Roll forward |
| S / Down Arrow | Roll backward |
| A / Left Arrow | Roll left |
| D / Right Arrow | Roll right |
| Space | Jump |
| Mouse drag | Rotate camera around the marble |
| R | Restart the current level |
HUD Overview
<p align="center"> <img src="images/screenshot-action.png" alt="HUD and Gameplay" width="700"/> </p>
The heads-up display has four panels across the top of the screen:
| Panel | Description |
|---|---|
| Timer | Countdown in seconds. Turns yellow below 15s, red below 5s with a pulsing animation. |
| Lives | Heart icons showing remaining lives (max 3). |
| Title | Game name and current level name. |
| Progress | Checkpoint dots. Yellow = reached, green = finish. |
| Panel | Description |
|---|---|
| Speed bar (left) | Shows your marble's current velocity. |
| FPS counter (right) | Frames per second. Green = good, yellow = moderate, red = low. |
Game Mechanics
Checkpoints
Glowing yellow rings on the track. Rolling through one:
- Saves your respawn position
- Grants bonus time (varies per level)
- Triggers a chime sound
- Lights up the corresponding progress dot
Lives
You start each level with 3 lives. You lose a life when:
- Your marble falls off the edge of the track
- Your marble lands in water
- You get hit by a turret projectile (without a shield)
Collectibles
Floating items scattered across levels:
| Item | Effect |
|---|---|
| Heart | Restores one life (up to max 3) |
| Shield | Temporary invulnerability against turrets and hazards |
| Clock | Adds bonus seconds to the timer |
Escalators
Green glowing floor tiles that apply a constant force to your marble. They can push you forward, backward, left, or right depending on the level design. Use them to gain speed on flat sections or get a boost uphill.
Tilted Tiles
Blue-tinted tiles that are angled in one direction. Your marble will naturally slide toward the low side. Used for half-pipes and tricky sections where you need to fight the slope.
Banked Turns
Curved sections where one side is higher than the other, like a velodrome. The banking helps you maintain speed through turns. Lean into the high side to avoid flying off the edge.
Turrets
Red structures that fire projectiles at your marble on a timer. Strategies:
- Time your movement between shots
- Use a shield collectible to pass safely
- Move quickly through turret zones
Water Hazards
Blue pools that act as instant-death zones. Falling in costs a life and respawns you at your last checkpoint. Always look for bridges or alternative routes over water.
Trampolines
Pink bouncing pads that launch your marble into the air. Used to cross gaps and reach elevated platforms. Aim your approach carefully - the bounce sends you mostly upward.
Portals
Purple glowing rings that come in pairs. Rolling into one teleports your marble to the other. Useful shortcuts that can skip dangerous sections.
Rope Bridges
Swaying bridges over gaps or water. They move with a slight oscillation, so time your crossing and keep centered to avoid falling off the sides.
Level Guide
<p align="center"> <img src="images/screenshot-track.png" alt="Track Overview" width="700"/> </p>
Level 1: Practice Run
Time: 45 seconds | Checkpoints: 2
Your introduction to Rolling Mayhem. Wide, forgiving paths with gentle ramps. The track goes straight with minimal hazards. Focus on getting comfortable with the controls and camera.
Key sections:
- Starting platform at elevation 8
- Gentle descent ramp
- Wide straight path
- Final approach to finish
Level 2: The Valley
Time: 75 seconds | Checkpoints: 2
A wide-open valley with gentle elevation changes. The extra time and wide paths make this forgiving despite the longer track. Practice controlling speed on slopes.
Key sections:
- Wide starting platform
- Gentle descent into valley floor
- Climb out and second valley
- Final ramp to finish
Level 3: The Vortex
Time: 60 seconds | Checkpoints: 1
A circular bowl where you spiral down toward a hole in the center. The physics naturally pull you inward. Let gravity do the work but steer to avoid the void edges.
Key sections:
- Entry path (flat, build momentum)
- The bowl (circular descent)
- Center hole (fall through to finish platform below)
Level 4: The Slalom
Time: 65 seconds | Checkpoints: 3
A continuous downhill run with sinusoidal banked curves. The entire track smoothly oscillates between left-banking and right-banking. Stay centered and use the banking to maintain control.
Key sections:
- The entire track is one flowing S-curve descent
- Banking alternates every ~16 tiles
- Track descends from height 12 to height 2
Level 5: The Gauntlet
Time: 75 seconds | Checkpoints: 3
Every track element combined into one challenge. Tilted drops, banked S-curves, escalator boosts, and a half-pipe section. This level tests everything you've learned.
Key sections:
Strategy: The escalator sections give you free speed - just stay centered. In the half-pipe, stay in the flat center unless you need to dodge something.
Level 6: The Fortress
Time: 90 seconds | Checkpoints: 3
The ultimate challenge. Every game element appears: turrets, water moats, rope bridges, trampolines, portals, and escalators. A full fortress assault.
Key sections:
Strategy: The shield at the start is critical for surviving the first turrets. The portal shortcut saves valuable time. Don't rush the trampoline section - a missed bounce costs a life.
Tips & Strategy
General Tips
- Rotate your camera frequently. The isometric view can be deceptive - rotating helps you judge distances and heights
- Don't hold forward constantly. Controlled speed is better than maximum speed, especially near edges
- Jump sparingly. Jumping removes your ground contact, making you harder to control. Only jump for gaps or obstacles
- Memorize checkpoint locations. Reaching a checkpoint saves your position AND gives bonus time
Speed Management
- On downhill sections, you'll accelerate naturally. Use light backward input to control speed
- Escalators give free speed - focus on steering rather than acceleration
- On banked turns, moderate speed keeps you on the track. Too fast and you'll fly off
Time Management
- Each checkpoint adds bonus seconds. Prioritize reaching checkpoints over collecting items
- Clock collectibles are worth grabbing if they don't require a major detour
- On The Fortress (Level 6), the portal shortcut is essentially required to finish in time
Survival
- Shields are temporary but invaluable in turret zones
- Extra life collectibles are worth a small detour if you're down to 1 life
- When crossing rope bridges, move steadily and stay centered - don't stop
Troubleshooting
| Issue | Solution |
|---|---|
| Game doesn't load | Make sure you're using a modern browser with WebGL support |
| Low FPS | Close other browser tabs. The game renders a full 3D scene with physics |
| No sound | Click the game window first. Browsers require user interaction before playing audio |
| Marble falls through floor | This can happen at very high speeds. Press R to restart the level |
| Controls feel sluggish | Ensure the game window is focused. Click the canvas if controls don't respond |
<p align="center"> <em>Good luck, and may your marble roll true.</em> </p>