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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

  • Open the game in a modern browser (Chrome, Firefox, Edge, Safari)
  • Wait for the loading spinner to finish
  • Press any key to begin Level 1
  • Guide your marble to the green finish marker before time runs out
  • 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

    InputAction
    W / Up ArrowRoll forward
    S / Down ArrowRoll backward
    A / Left ArrowRoll left
    D / Right ArrowRoll right
    SpaceJump
    Mouse dragRotate camera around the marble
    RRestart the current level
    Movement is relative to the camera angle, so rotating the camera changes which direction "forward" pushes the marble.

    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:

    PanelDescription
    TimerCountdown in seconds. Turns yellow below 15s, red below 5s with a pulsing animation.
    LivesHeart icons showing remaining lives (max 3).
    TitleGame name and current level name.
    ProgressCheckpoint dots. Yellow = reached, green = finish.
    At the bottom of the screen:

    PanelDescription
    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)
    When you lose all lives, it's game over. Press any key to restart.

    Collectibles

    Floating items scattered across levels:

    ItemEffect
    HeartRestores one life (up to max 3)
    ShieldTemporary invulnerability against turrets and hazards
    ClockAdds 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)
    Strategy: Enter the bowl with moderate speed. Too fast and you'll fly off the rim. Too slow and you'll run out of time circling. The finish is below the bowl, so dropping through the center hole is the goal.

    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
    Strategy: Don't fight the banking. Let the curves guide you and make small corrections. The 3 checkpoints are well-spaced, so focus on reaching each one.

    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:

  • Steep tilted drop (25-degree tiles)
  • Banked S-curve descent
  • Escalator boost (green tiles push you forward)
  • Half-pipe (tilted walls on both sides)
  • Final escalator to victory platform
  • 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:

  • Entry Courtyard - Grab the shield, you'll need it
  • Turret Descent - Dodge shots while going downhill
  • Water Moat - Cross via rope bridge (stay centered!)
  • Trampoline Canyon - Bounce across the gap using three trampolines
  • Turret Alley - Weave between turret fire, grab the shield
  • Portal Zone - Take the portal shortcut to skip ahead
  • Escalator Finale - Sprint to the finish
  • 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

    IssueSolution
    Game doesn't loadMake sure you're using a modern browser with WebGL support
    Low FPSClose other browser tabs. The game renders a full 3D scene with physics
    No soundClick the game window first. Browsers require user interaction before playing audio
    Marble falls through floorThis can happen at very high speeds. Press R to restart the level
    Controls feel sluggishEnsure 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>

    © 2026 Jonathan Leahy · v0.8.5